mdl 1.5; import ::tex::*; import GlassUtils::apply_roughness_influence; import GlassUtils::get_color; import GlassUtils::get_volume_absorption; import ::anno::author; import ::anno::copyright_notice; import ::anno::description; import ::anno::display_name; import ::anno::hard_range; import ::anno::in_group; import ::anno::key_words; import ::anno::soft_range; import ::anno::unused; import ::anno::usage; import ::base::tangent_space_normal_texture; import ::base::texture_coordinate_info; import ::df::fresnel_layer; import ::df::microfacet_ggx_smith_bsdf; import ::df::scatter_mode; import ::state::normal; import ::state::texture_coordinate; import ::state::texture_tangent_u; import ::state::texture_tangent_v; import ::tex::gamma_mode; import ::tex::wrap_mode; export material GlassWithVolume( uniform bool thin_walled = false [[ ::anno::in_group("Material", "", "") ]], uniform color transmission_color = color(1.f, 0.00609700009f, 0.00609700009f) [[ ::anno::in_group("Transmission", "", ""), ::anno::usage("") ]], uniform texture_2d roughness_texture = texture_2d() [[ ::anno::description("The input texture"), ::anno::in_group("Roughness", "", ""), ::anno::usage("") ]], uniform float ior = 1.34100008f [[ ::anno::in_group("Material", "", ""), ::anno::usage("") ]], uniform texture_2d transmission_color_texture = texture_2d() [[ ::anno::description("The input texture"), ::anno::in_group("Transmission", "", "") ]], float roughness_texture_influence = 1.f [[ ::anno::in_group("Roughness", "", ""), ::anno::usage("") ]], float roughness = 0.f [[ ::anno::in_group("Roughness", "", ""), ::anno::usage("") ]], uniform texture_2d reflection_color_texture = texture_2d() [[ ::anno::description("The input texture"), ::anno::in_group("Reflection", "", ""), ::anno::usage("") ]], uniform color reflection_color = color(1.f, 1.f, 1.f) [[ ::anno::in_group("Reflection", "", ""), ::anno::usage("") ]], float depth = 0.00100000005f [[ ::anno::description("Controls how much light is absorbed through the surface"), ::anno::display_name("Volume Absorption"), ::anno::in_group("Volume", "", ""), ::anno::usage(""), ::anno::soft_range(0.f, 1.f), ::anno::hard_range(0.f, 1000.f) ]], uniform texture_2d normal_map_texture = texture_2d() [[ ::anno::description("The input texture"), ::anno::in_group("Normal Map", "", ""), ::anno::usage("") ]]) = let { bool tmp0 = thin_walled; material_surface tmp1( ::df::fresnel_layer(ior, 1.f, ::df::microfacet_ggx_smith_bsdf(GlassUtils::apply_roughness_influence(roughness_texture, roughness, roughness_texture_influence), GlassUtils::apply_roughness_influence(roughness_texture, roughness, roughness_texture_influence), GlassUtils::get_color(reflection_color_texture, reflection_color), ::state::texture_tangent_u(0), ::df::scatter_reflect, ""), ::df::microfacet_ggx_smith_bsdf(GlassUtils::apply_roughness_influence(roughness_texture, roughness, roughness_texture_influence), GlassUtils::apply_roughness_influence(roughness_texture, roughness, roughness_texture_influence), thin_walled ? GlassUtils::get_color(transmission_color_texture, transmission_color) : color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_transmit, ""), ::state::normal()), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); color tmp3 = ior; material_volume tmp4( vdf(), thin_walled ? GlassUtils::get_color(transmission_color_texture, transmission_color) : GlassUtils::get_volume_absorption(depth, GlassUtils::get_color(transmission_color_texture, transmission_color)), color(0.f, 0.f, 0.f)); material_geometry tmp5( float3(0.f), 1.f, ::base::tangent_space_normal_texture(normal_map_texture, 1.f, false, false, ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0)), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false, 1.f, 0.f)); hair_bsdf tmp6 = hair_bsdf(); } in material( thin_walled: tmp0, surface: tmp1, backface: tmp2, ior: tmp3, volume: tmp4, geometry: tmp5, hair: tmp6);