forked from bartvdbraak/blender
53 lines
1.7 KiB
Plaintext
53 lines
1.7 KiB
Plaintext
/*
|
|
* 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_normal_map(
|
|
normal NormalIn = N,
|
|
float Strength = 1.0,
|
|
color Color = color(0.5, 0.5, 1.0),
|
|
string space = "Tangent",
|
|
string attr_name = "geom:tangent",
|
|
string attr_sign_name = "geom:tangent_sign",
|
|
output normal Normal = NormalIn)
|
|
{
|
|
color mcolor = 2.0*color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
|
|
|
|
if (space == "Tangent") {
|
|
vector tangent;
|
|
float tangent_sign;
|
|
|
|
getattribute(attr_name, tangent);
|
|
getattribute(attr_sign_name, tangent_sign);
|
|
|
|
tangent = transform("object", "world", tangent);
|
|
|
|
vector B = tangent_sign * cross(NormalIn, tangent);
|
|
Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * NormalIn);
|
|
}
|
|
else if (space == "Object")
|
|
Normal = normalize(transform("object", "world", vector(mcolor)));
|
|
else if (space == "World")
|
|
Normal = normalize(vector(mcolor));
|
|
|
|
if (Strength != 1.0)
|
|
Normal = normalize(NormalIn + (Normal - NormalIn)*max(Strength, 0.0));
|
|
}
|
|
|