38 lines
1.0 KiB
GLSL
38 lines
1.0 KiB
GLSL
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float fresnel_dielectric_cos(float cosi, float eta)
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{
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/* compute fresnel reflectance without explicitly computing
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* the refracted direction */
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float c = abs(cosi);
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float g = eta * eta - 1.0 + c * c;
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float result;
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if (g > 0.0) {
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g = sqrt(g);
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float A = (g - c) / (g + c);
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float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
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result = 0.5 * A * A * (1.0 + B * B);
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}
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else {
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result = 1.0; /* TIR (no refracted component) */
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}
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return result;
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}
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float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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{
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/* compute fresnel reflectance without explicitly computing
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* the refracted direction */
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return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
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}
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void node_fresnel(float ior, vec3 N, vec3 I, out float result)
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{
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N = normalize(N);
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/* handle perspective/orthographic */
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vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
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float eta = max(ior, 0.00001);
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result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta);
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}
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