forked from bartvdbraak/blender
57cf48e7c6
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
33 lines
1.1 KiB
Plaintext
33 lines
1.1 KiB
Plaintext
/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_hair_info(
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output float IsStrand = 0.0,
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output float Intercept = 0.0,
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output float Thickness = 0.0,
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output normal TangentNormal = N)
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{
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getattribute("geom:is_curve", IsStrand);
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getattribute("geom:curve_intercept", Intercept);
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getattribute("geom:curve_thickness", Thickness);
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getattribute("geom:curve_tangent_normal", TangentNormal);
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}
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