blender/intern/cycles/kernel/shaders/node_light_falloff.osl

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "stdosl.h"
shader node_light_falloff(
float Strength = 0.0,
float Smooth = 0.0,
output float Quadratic = 0.0,
output float Linear = 0.0,
output float Constant = 0.0)
{
float ray_length = 0.0;
float strength = Strength;
getattribute("path:ray_length", ray_length);
if (Smooth > 0.0) {
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float squared = ray_length * ray_length;
strength *= squared / (Smooth + squared);
}
/* Quadratic */
Quadratic = strength;
/* Linear */
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Linear = (strength * ray_length);
/* Constant */
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Constant = (strength * ray_length * ray_length);
}