blender/intern/cycles/kernel/shaders/node_tangent.osl

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
shader node_tangent(
normal NormalIn = N,
string attr_name = "geom:tangent",
string direction_type = "radial",
string axis = "z",
output normal Tangent = normalize(dPdu))
{
vector T;
if (direction_type == "uv_map") {
getattribute(attr_name, T);
}
else if (direction_type == "radial") {
point generated;
if (!getattribute("geom:generated", generated))
generated = P;
if (axis == "x")
T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5));
else if (axis == "y")
T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5));
else
T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
}
T = transform("object", "world", T);
Tangent = cross(NormalIn, normalize(cross(T, NormalIn)));
}