2013-07-31 21:18:23 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2013-07-31 21:18:23 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2013-07-31 21:18:23 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2013-07-31 21:18:23 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2013-07-31 21:18:23 +00:00
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*/
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#include "stdosl.h"
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shader node_vector_transform(
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string type = "Vector",
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string convert_from = "world",
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string convert_to = "object",
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vector VectorIn = vector(0.0, 0.0, 0.0),
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output vector VectorOut = vector(0.0, 0.0, 0.0))
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{
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if (type == "Vector" || type == "Normal") {
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VectorOut = transform(convert_from, convert_to, VectorIn);
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if (type == "Normal")
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VectorOut = normalize(VectorOut);
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}
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else if (type == "Point") {
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point Point = (point)VectorIn;
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VectorOut = transform(convert_from, convert_to, Point);
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}
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}
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