2 * Adapted from Open Shading Language with this license:
4 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
7 * Modifications Copyright 2011, Blender Foundation.
9 * Redistribution and use in source and binary forms, with or without
10 * modification, are permitted provided that the following conditions are
12 * * Redistributions of source code must retain the above copyright
13 * notice, this list of conditions and the following disclaimer.
14 * * Redistributions in binary form must reproduce the above copyright
15 * notice, this list of conditions and the following disclaimer in the
16 * documentation and/or other materials provided with the distribution.
17 * * Neither the name of Sony Pictures Imageworks nor the names of its
18 * contributors may be used to endorse or promote products derived from
19 * this software without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
22 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
23 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
33 #ifndef __BSDF_TRANSPARENT_H__
34 #define __BSDF_TRANSPARENT_H__
38 __device int bsdf_transparent_setup(ShaderClosure *sc)
40 sc->type = CLOSURE_BSDF_TRANSPARENT_ID;
44 __device void bsdf_transparent_blur(ShaderClosure *sc, float roughness)
48 __device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
50 return make_float3(0.0f, 0.0f, 0.0f);
53 __device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
55 return make_float3(0.0f, 0.0f, 0.0f);
58 __device int bsdf_transparent_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
60 // only one direction is possible
62 #ifdef __RAY_DIFFERENTIALS__
63 *domega_in_dx = -dIdx;
64 *domega_in_dy = -dIdy;
67 *eval = make_float3(1, 1, 1);
68 return LABEL_TRANSMIT|LABEL_TRANSPARENT;
73 #endif /* __BSDF_TRANSPARENT_H__ */