Cycles: Add dedicated nodes to split/combine vectors.
This was already possible via the RGB nodes, but that seems weird.
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28
intern/cycles/kernel/shaders/node_separate_xyz.osl
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28
intern/cycles/kernel/shaders/node_separate_xyz.osl
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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_separate_xyz(
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vector Vector = 0.8,
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output float X = 0.0,
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output float Y = 0.0,
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output float Z = 0.0)
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{
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X = Vector[0];
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Y = Vector[1];
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Z = Vector[2];
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}
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