OpenShadingLanguage 1.00
# Compiled by oslc 1.4.0
shader node_refraction_bsdf
param	color	Color	0.80000001 0.80000001 0.80000001 		 %read{9,17} %write{2147483647,-1}
param	string	distribution	"Sharp" 		 %read{6,14} %write{2147483647,-1}
param	float	Roughness	0.2 		 %read{12,16} %write{2147483647,-1}
param	float	IOR	1.45 		 %read{1,1} %write{2147483647,-1}
param	normal	Normal	0 0 0 		 %read{8,16} %write{0,0}
oparam	closure color	BSDF			 %read{2147483647,-1} %write{9,17}
global	normal	N	 %read{0,0} %write{2147483647,-1}
local	float	f	 %read{4,5} %write{1,1}
local	float	eta	 %read{8,16} %write{4,5}
const	float	$const1	9.9999997e-006		 %read{1,1} %write{2147483647,-1}
temp	int	$tmp1	 %read{3,3} %write{2,2}
const	float	$const2	1		 %read{4,4} %write{2147483647,-1}
const	string	$const3	"Sharp"		 %read{6,6} %write{2147483647,-1}
temp	int	$tmp2	 %read{7,7} %write{6,6}
temp	closure color	$tmp3	 %read{9,9} %write{8,8}
const	string	$const4	"refraction"		 %read{8,8} %write{2147483647,-1}
const	string	$const5	"Beckmann"		 %read{10,10} %write{2147483647,-1}
temp	int	$tmp4	 %read{11,11} %write{10,10}
temp	closure color	$tmp5	 %read{13,13} %write{12,12}
const	string	$const6	"microfacet_beckmann_refraction"		 %read{12,12} %write{2147483647,-1}
const	string	$const7	"GGX"		 %read{14,14} %write{2147483647,-1}
temp	int	$tmp6	 %read{15,15} %write{14,14}
temp	closure color	$tmp7	 %read{17,17} %write{16,16}
const	string	$const8	"microfacet_ggx_refraction"		 %read{16,16} %write{2147483647,-1}
code Normal
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:25
# 	output closure color BSDF = 0)
	assign		Normal N 	%filename{"D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl"} %line{25} %argrw{"wr"}
code ___main___
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:28
# 	float eta = backfacing() ? 1.0 / f: f;
	max		f IOR $const1 	%filename{"D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl"} %line{28} %argrw{"wrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:29
# 
	backfacing	$tmp1 	%line{29} %argrw{"w"}
	if		$tmp1 5 6 	%argrw{"r"}
	div		eta $const2 f 	%argrw{"wrr"}
	assign		eta f 	%argrw{"wr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:31
# 		BSDF = Color * refraction(Normal, eta);
	eq		$tmp2 distribution $const3 	%line{31} %argrw{"wrr"}
	if		$tmp2 10 18 	%argrw{"r"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:32
# 	else if (distribution == "Beckmann")
	closure		$tmp3 $const4 Normal eta 	%line{32} %argrw{"wrrr"}
	mul		BSDF $tmp3 Color 	%argrw{"wrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:33
# 		BSDF = Color * microfacet_beckmann_refraction(Normal, Roughness, eta);
	eq		$tmp4 distribution $const5 	%line{33} %argrw{"wrr"}
	if		$tmp4 14 18 	%argrw{"r"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:34
# 	else if (distribution == "GGX")
	closure		$tmp5 $const6 Normal Roughness eta 	%line{34} %argrw{"wrrrr"}
	mul		BSDF $tmp5 Color 	%argrw{"wrr"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:35
# 		BSDF = Color * microfacet_ggx_refraction(Normal, Roughness, eta);
	eq		$tmp6 distribution $const7 	%line{35} %argrw{"wrr"}
	if		$tmp6 18 18 	%argrw{"r"}
# D:\\blender_dev\\code\\blender\\intern\\cycles\\kernel\\shaders\\node_refraction_bsdf.osl:36
# }
	closure		$tmp7 $const8 Normal Roughness eta 	%line{36} %argrw{"wrrrr"}
	mul		BSDF $tmp7 Color 	%argrw{"wrr"}
	end
