61 lines
1.6 KiB
Plaintext
61 lines
1.6 KiB
Plaintext
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/*
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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_vector_displacement(
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color Vector = color(0.0, 0.0, 0.0),
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float Midlevel = 0.0,
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float Scale = 1.0,
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string space = "tangent",
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string attr_name = "geom:tangent",
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string attr_sign_name = "geom:tangent_sign",
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output vector Displacement = vector(0.0, 0.0, 0.0))
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{
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vector offset = (Vector - vector(Midlevel)) * Scale;
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if(space == "tangent") {
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/* Tangent space. */
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vector N_object = normalize(transform("world", "object", N));
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vector T_object;
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if(getattribute(attr_name, T_object)) {
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T_object = normalize(T_object);
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}
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else {
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T_object = normalize(dPdu);
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}
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vector B_object = normalize(cross(N_object, T_object));
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float tangent_sign;
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if(getattribute(attr_sign_name, tangent_sign)) {
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B_object *= tangent_sign;
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}
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Displacement = T_object*offset[0] + N_object*offset[1] + B_object*offset[2];
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}
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else {
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/* Object or world space. */
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Displacement = offset;
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}
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if(space != "world") {
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/* Tangent or object space. */
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Displacement = transform("object", "world", Displacement);
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}
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}
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