2012-10-17 00:28:46 +00:00
|
|
|
/*
|
2013-08-18 14:16:15 +00:00
|
|
|
* Copyright 2011-2013 Blender Foundation
|
2012-10-17 00:28:46 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2012-10-17 00:28:46 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
2012-10-17 00:28:46 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2012-10-17 00:28:46 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#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;
|
2012-11-03 14:32:13 +00:00
|
|
|
getattribute("path:ray_length", ray_length);
|
2012-10-17 00:28:46 +00:00
|
|
|
|
2012-10-23 11:47:23 +00:00
|
|
|
if (Smooth > 0.0) {
|
2012-12-04 03:18:08 +00:00
|
|
|
float squared = ray_length * ray_length;
|
2012-10-23 11:47:23 +00:00
|
|
|
strength *= squared / (Smooth + squared);
|
2012-10-17 00:28:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Quadratic */
|
|
|
|
Quadratic = strength;
|
|
|
|
|
|
|
|
/* Linear */
|
2012-12-04 03:18:08 +00:00
|
|
|
Linear = (strength * ray_length);
|
2012-10-17 00:28:46 +00:00
|
|
|
|
|
|
|
/* Constant */
|
2012-12-04 03:18:08 +00:00
|
|
|
Constant = (strength * ray_length * ray_length);
|
2012-10-17 00:28:46 +00:00
|
|
|
}
|
|
|
|
|