blender/intern/cycles/kernel/shaders/node_light_path.osl
Sergey Sharybin d6cf28c5e1 Cycles: Expose diffuse and glossy depth to Light Path node
Was a bit confusing to have transparent and translucent depth
exposed but no diffuse or glossy.

Reviewers: brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D2399
2017-01-19 15:09:58 +01:00

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#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 IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0,
output float DiffuseDepth = 0.0,
output float GlossyDepth = 0.0,
output float TransparentDepth = 0.0,
output float TransmissionDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
IsVolumeScatterRay = raytype("volume_scatter");
getattribute("path:ray_length", RayLength);
int ray_depth;
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
int diffuse_depth;
getattribute("path:diffuse_depth", diffuse_depth);
DiffuseDepth = (float)diffuse_depth;
int glossy_depth;
getattribute("path:glossy_depth", glossy_depth);
GlossyDepth = (float)glossy_depth;
int transparent_depth;
getattribute("path:transparent_depth", transparent_depth);
TransparentDepth = (float)transparent_depth;
int transmission_depth;
getattribute("path:transmission_depth", transmission_depth);
TransmissionDepth = (float)transmission_depth;
}