blender/intern/cycles/kernel/shaders/node_hair_bsdf.osl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

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/*
* 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_hair_bsdf(color Color = 0.8,
string component = "reflection",
float Offset = 0.0,
float RoughnessU = 0.1,
float RoughnessV = 1.0,
normal Tangent = normal(0, 0, 0),
output closure color BSDF = 0)
{
float roughnessh = clamp(RoughnessU, 0.001, 1.0);
float roughnessv = clamp(RoughnessV, 0.001, 1.0);
float offset = -Offset;
normal T;
float IsCurve = 0;
getattribute("geom:is_curve", IsCurve);
if (isconnected(Tangent)) {
T = Tangent;
}
else if (!IsCurve) {
T = normalize(dPdv);
offset = 0.0;
}
else {
T = normalize(dPdu);
}
if (backfacing() && IsCurve) {
BSDF = transparent();
}
else {
if (component == "reflection")
BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset);
else
BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset);
}
}