Commit: 2a5ac509223c838285a00c4c12775567666e7154
Author: Pascal Schoen
Date:   Tue Sep 27 09:17:57 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rB2a5ac509223c838285a00c4c12775567666e7154

Fixed a bug that caused transparency to be always white when using OSL and
selecting GGX as distribution of the Disney BSDF

===================================================================

M       intern/cycles/kernel/shaders/node_disney_bsdf.osl

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_disney_bsdf.osl 
b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
index cc6c63f..5372948 100644
--- a/intern/cycles/kernel/shaders/node_disney_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
@@ -88,8 +88,8 @@ shader node_disney_bsdf(
             float cosNO = dot(Normal, I);
             float Fr = fresnel_dielectric_cos(cosNO, eta);
             
-            BSDF = BSDF + transp * (Fr * microfacet_ggx_fresnel(Normal, 
Roughness, eta, BaseColor, Cspec0) +
-                               (1.0 - Fr) * microfacet_ggx_refraction(Normal, 
Roughness, eta));
+            BSDF = BSDF + transp * (Fr * microfacet_ggx_fresnel(Normal, 
Roughness * Roughness, eta, BaseColor, Cspec0) +
+                               (1.0 - Fr) * BaseColor * 
microfacet_ggx_refraction(Normal, Roughness * Roughness, eta));
         }
     }

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