forked from bartvdbraak/blender
62 lines
1.7 KiB
Plaintext
62 lines
1.7 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_geometry(
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normal NormalIn = N,
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string bump_offset = "center",
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output point Position = point(0.0, 0.0, 0.0),
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output normal Normal = normal(0.0, 0.0, 0.0),
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output normal Tangent = normal(0.0, 0.0, 0.0),
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output normal TrueNormal = normal(0.0, 0.0, 0.0),
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output vector Incoming = vector(0.0, 0.0, 0.0),
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output point Parametric = point(0.0, 0.0, 0.0),
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output float Backfacing = 0.0)
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{
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Position = P;
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Normal = NormalIn;
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TrueNormal = Ng;
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Incoming = I;
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Parametric = point(u, v, 0.0);
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Backfacing = backfacing();
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if (bump_offset == "dx") {
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Position += Dx(Position);
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Parametric += Dx(Parametric);
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}
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else if (bump_offset == "dy") {
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Position += Dy(Position);
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Parametric += Dy(Parametric);
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}
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/* first try to get tangent attribute */
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point generated;
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/* try to create spherical tangent from generated coordinates */
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if (getattribute("geom:generated", generated)) {
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normal data = normal(-(generated[1]-0.5), (generated[0]-0.5), 0.0);
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vector T = transform("object", "world", data);
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Tangent = cross(Normal, normalize(cross(T, Normal)));
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}
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else {
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/* otherwise use surface derivatives */
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Tangent = normalize(dPdu);
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}
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}
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