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

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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"
shader node_light_path(
output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,
output float IsDiffuseRay = 0.0,
output float IsGlossyRay = 0.0,
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
getattribute("path:ray_length", RayLength);
int ray_depth;
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
}