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26 lines
511 B
GLSL
26 lines
511 B
GLSL
#ifndef LIB_WATER_FRESNEL
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#define LIB_WATER_FRESNEL
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float fresnel_dielectric(vec3 incoming, vec3 normal, float eta)
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{
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float c = abs(dot(incoming, normal));
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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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{
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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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{
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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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#endif
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