2011-04-27 11:58:34 +00:00
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/*
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* Copyright 2011, 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_convert_from_point(
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point Point = point(0.0, 0.0, 0.0),
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2012-11-30 06:10:16 +00:00
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output string String = "",
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2011-04-27 11:58:34 +00:00
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output float Val = 0.0,
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2012-10-20 13:11:45 +00:00
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output int ValInt = 0,
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2011-04-27 11:58:34 +00:00
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output vector Vector = vector(0.0, 0.0, 0.0),
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2012-12-11 16:06:03 +00:00
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output color Color = 0.0,
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2011-04-27 11:58:34 +00:00
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output normal Normal = normal(0.0, 0.0, 0.0))
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{
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2012-10-17 01:47:37 +00:00
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Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);
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2012-10-23 11:47:23 +00:00
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ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
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2011-04-27 11:58:34 +00:00
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Vector = vector(Point[0], Point[1], Point[2]);
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Color = color(Point[0], Point[1], Point[2]);
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Normal = normal(Point[0], Point[1], Point[2]);
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}
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