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Consider the following simplified "glass" shader and compare it to the "glass" shader distributed with OSL:

3Delight


Code Block
title3Delight
surface glass
    [[ string help = "Simple dielectric material" ]]
(
    float Ks = 1,
    color Cs = 1,
    float eta = 1.5
  )
{
    Ci = Ks * reflection(N, eta) + Cs * refraction(N, eta);
}


Other Systems


Code Block
surface glass
    [[ string help = "Simple dielectric material" ]]
(
    float Ks = 1,
    color Cs = 1,
    float eta = 1.5
  )
{
	float _eta = backfacing() ? 1/eta : eta;
	Ci = Ks * reflection(N, _eta) + Cs * refraction(N, _eta);
}


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