forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "stdosl.h"
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shader node_light_falloff(
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float Strength = 0.0,
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float Smooth = 0.0,
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output float Quadratic = 0.0,
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output float Linear = 0.0,
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output float Constant = 0.0)
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{
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float ray_length = 0.0;
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float strength = Strength;
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getattribute("path:ray_length", ray_length);
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if (Smooth > 0.0) {
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float squared = ray_length * ray_length;
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strength *= squared / (Smooth + squared);
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}
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/* Quadratic */
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Quadratic = strength;
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/* Linear */
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Linear = (strength * ray_length);
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/* Constant */
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Constant = (strength * ray_length * ray_length);
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}
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