Microsoft DirectX 8.1 (C++)

D3DXFresnelTerm

Calculate the Fresnel term.

FLOAT D3DXFresnelTerm(
  FLOAT CosTheta,
  FLOAT RefractionIndex,
); 

Parameters

CosTheta
[in] The value must be between 0 and 1.
RefractionIndex
[in] the refraction index of a material. The value must be greater than 1.

Return Values

This function returns the Fresnel term for unpolarized light. CosTheta is the cosine of the incident angle.

Requirements

  Header: Declared in D3dx8math.h.
  Import Library: Use D3dx8.lib.