Cycles / OSL:
* Add Light Falloff Node.
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@@ -30,6 +30,7 @@ set(SRC_OSL
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node_image_texture.osl
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node_invert.osl
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node_light_path.osl
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node_light_falloff.osl
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node_magic_texture.osl
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node_mapping.osl
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node_math.osl
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46
intern/cycles/kernel/osl/nodes/node_light_falloff.osl
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46
intern/cycles/kernel/osl/nodes/node_light_falloff.osl
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@@ -0,0 +1,46 @@
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/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_light_falloff(
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float Strength = 0.0,
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float Smooth = 0.0,
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output float Quadratic = 0.0,
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output float Linear = 0.0,
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output float Constant = 0.0)
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{
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float ray_length = 0.0;
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float strength = Strength;
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getattribute("std::ray_length", ray_length);
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if(Smooth > 0.0) {
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float squared = ray_length*ray_length;
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strength *= squared/(Smooth + squared);
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}
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/* Quadratic */
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Quadratic = strength;
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/* Linear */
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Linear = (strength*ray_length);
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/* Constant */
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Constant = (strength*ray_length*ray_length);
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}
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