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