Commit: 4f03d3290c74ace448e7e6e09a87dd1a5c159899
Author: Alexander Romanov
Date:   Wed Dec 14 18:02:38 2016 +0300
Branches: master
https://developer.blender.org/rB4f03d3290c74ace448e7e6e09a87dd1a5c159899

Fresnel node support for Blender Internal Render

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

M       release/scripts/startup/nodeitems_builtins.py
M       source/blender/nodes/shader/nodes/node_shader_fresnel.c

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

diff --git a/release/scripts/startup/nodeitems_builtins.py 
b/release/scripts/startup/nodeitems_builtins.py
index 83e396b..6935830 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -144,6 +144,7 @@ shader_node_categories = [
     ShaderOldNodeCategory("SH_INPUT", "Input", items=[
         NodeItem("ShaderNodeMaterial"),
         NodeItem("ShaderNodeCameraData"),
+        NodeItem("ShaderNodeFresnel"),
         NodeItem("ShaderNodeLampData"),
         NodeItem("ShaderNodeValue"),
         NodeItem("ShaderNodeRGB"),
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c 
b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index ef2ce99..ea19a25 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -51,17 +51,46 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode 
*UNUSED(node), bNodeE
        return GPU_stack_link(mat, "node_fresnel", in, out, 
GPU_builtin(GPU_VIEW_POSITION));
 }
 
+float fresnel_dielectric(float incoming[3], float normal[3], float eta)
+{
+       /* compute fresnel reflectance without explicitly computing
+        * the refracted direction */
+       float c = fabs(dot_v3v3(incoming, normal));
+       float g = eta * eta - 1.0 + c * c;
+       float result;
+
+       if (g > 0.0) {
+               g = sqrtf(g);
+               float A = (g - c) / (g + c);
+               float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
+               result = 0.5 * A * A * (1.0 + B * B);
+       }
+       else {
+               result = 1.0;  /* TIR (no refracted component) */
+       }
+
+       return result;
+}
+
+static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode 
*node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+{
+       ShadeInput *shi = ((ShaderCallData *)data)->shi;
+       float eta = max_ff(in[0]->vec[0], 0.00001);
+       out[0]->vec[0] = fresnel_dielectric(shi->view, shi->vn, shi->flippednor 
? 1/eta : eta);
+}
+
 /* node type definition */
 void register_node_type_sh_fresnel(void)
 {
        static bNodeType ntype;
 
        sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 
0);
-       node_type_compatibility(&ntype, NODE_NEW_SHADING);
+       node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
        node_type_socket_templates(&ntype, sh_node_fresnel_in, 
sh_node_fresnel_out);
        node_type_init(&ntype, NULL);
        node_type_storage(&ntype, "", NULL, NULL);
        node_type_gpu(&ntype, node_shader_gpu_fresnel);
+       node_type_exec(&ntype, NULL, NULL, node_shader_exec_fresnel);
 
        nodeRegisterType(&ntype);
 }

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