blender/intern/cycles/kernel/osl/nodes/node_gradient_texture.osl
Thomas Dinges d6128ae3c6 Cycles / OSL:
* Forgot to rename Gradient OSL file.
2012-06-02 19:25:12 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Gradient */
float gradient(point p, string progression, string axis)
{
float x, y;
if(axis == "Vertical") {
x= p[1];
y= p[0];
}
else {
x= p[0];
y= p[1];
}
float result = 0.0;
if(progression == "Linear") {
result = (1.0 + x)/2.0;
}
else if(progression == "Quadratic") {
float r = max((1.0 + x)/2.0, 0.0);
result = r*r;
}
else if(progression == "Easing") {
float r = min(max((1.0 + x)/2.0, 0.0), 1.0);
float t = r*r;
result = (3.0*t - 2.0*t*r);
}
else if(progression == "Diagonal") {
result = (2.0 + x + y)/4.0;
}
else if(progression == "Radial") {
result = atan2(y, x)/(2*M_PI) + 0.5;
}
else {
float r = max(1.0 - sqrt(x*x + y*y + p[2]*p[2]), 0.0);
if(progression == "Quadratic Sphere")
result = r*r;
else if(progression == "Spherical")
result = r;
}
return result;
}
shader node_gradient_texture(
string Progression = "Linear",
string Axis = "Horizontal",
point Vector = P,
output float Fac = 0.0)
{
Fac = gradient(Vector, Progression, Axis);
}