forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
37 lines
1.2 KiB
Plaintext
37 lines
1.2 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_displacement(string space = "object",
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float Height = 0.0,
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float Midlevel = 0.5,
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float Scale = 1.0,
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normal Normal = N,
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output vector Displacement = vector(0.0, 0.0, 0.0))
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{
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Displacement = Normal;
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if (space == "object") {
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Displacement = transform("object", Displacement);
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}
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Displacement = normalize(Displacement) * (Height - Midlevel) * Scale;
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if (space == "object") {
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Displacement = transform("object", "world", Displacement);
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}
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}
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