/* * Copyright 2012, 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" /* Checker */ float checker(point p) { p[0] = (p[0] + 0.00001)*0.9999; p[1] = (p[1] + 0.00001)*0.9999; p[2] = (p[2] + 0.00001)*0.9999; int xi = (int)fabs(floor(p[0])); int yi = (int)fabs(floor(p[1])); int zi = (int)fabs(floor(p[2])); if((xi % 2 == yi % 2) == (zi % 2)) { return 1.0; } else { return 0.0; } } shader node_checker_texture( float Scale = 5.0, point Vector = P, color Color1 = color(0.8, 0.8, 0.8), color Color2 = color(0.2, 0.2, 0.2), output float Fac = 0.0, output color Color = color(0.0, 0.0, 0.0)) { Fac = checker(Vector*Scale); if(Fac == 1.0) { Color = color(Color1, Color1, Color1); } else { Color = color(Color2, Color2, Color2); } }