OSL Shader Files:
* Simplify default color values, where each component was the same. * Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
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@@ -20,12 +20,12 @@
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#include "node_fresnel.h"
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shader node_glass_bsdf(
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color Color = color(0.8, 0.8, 0.8),
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color Color = 0.8,
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string distribution = "Sharp",
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float Roughness = 0.2,
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float IOR = 1.45,
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normal Normal = N,
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output closure color BSDF = diffuse(Normal))
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output closure color BSDF = 0)
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{
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float f = max(IOR, 1.0 + 1e-5);
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float eta = backfacing() ? 1.0 / f: f;
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