/* * 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 type) { float x, y; x = p[0]; y = p[1]; float result = 0.0; if(type == "Linear") { result = (1.0 + x)/2.0; } else if(type == "Quadratic") { float r = max((1.0 + x)/2.0, 0.0); result = r*r; } else if(type == "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(type == "Diagonal") { result = (2.0 + x + y)/4.0; } else if(type == "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(type == "Quadratic Sphere") result = r*r; else if(type == "Spherical") result = r; } return result; } shader node_gradient_texture( string Type = "Linear", point Vector = P, output float Fac = 0.0, output color Color = color(0.0, 0.0, 0.0)) { Fac = gradient(Vector, Type); Color = color(Fac, Fac, Fac); }