osl style cleanup and update man-page.
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@@ -28,7 +28,7 @@ shader node_convert_from_color(
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output normal Normal = normal(0.0, 0.0, 0.0))
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{
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Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
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ValInt = (int)(Color[0]*0.2126 + Color[1]*0.7152 + Color[2]*0.0722);
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ValInt = (int)(Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722);
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Vector = vector(Color[0], Color[1], Color[2]);
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Point = point(Color[0], Color[1], Color[2]);
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Normal = normal(Color[0], Color[1], Color[2]);
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@@ -35,8 +35,8 @@ vector environment_texture_direction_to_mirrorball(vector dir)
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if (div > 0.0)
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dir /= div;
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float u = 0.5*(dir[0] + 1.0);
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float v = 0.5*(dir[2] + 1.0);
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float u = 0.5 * (dir[0] + 1.0);
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float v = 0.5 * (dir[2] + 1.0);
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return vector(u, v, 0.0);
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}
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@@ -68,26 +68,26 @@ shader node_image_texture(
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vector weight = vector(0.0, 0.0, 0.0);
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float blend = projection_blend;
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float limit = 0.5*(1.0 + blend);
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float limit = 0.5 * (1.0 + blend);
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/* first test for corners with single texture */
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if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
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if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) {
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weight[0] = 1.0;
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}
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else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
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else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) {
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weight[1] = 1.0;
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}
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else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
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else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) {
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weight[2] = 1.0;
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}
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else if (blend > 0.0) {
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/* in case of blending, test for mixes between two textures */
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if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
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if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) {
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weight[0] = Nob[0] / (Nob[0] + Nob[1]);
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weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
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weight[1] = 1.0 - weight[0];
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}
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else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
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else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) {
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weight[1] = Nob[1] / (Nob[1] + Nob[2]);
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weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
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weight[2] = 1.0 - weight[1];
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@@ -111,16 +111,16 @@ shader node_image_texture(
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float tmp_alpha;
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if (weight[0] > 0.0) {
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Color += weight[0]*image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
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Alpha += weight[0]*tmp_alpha;
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Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
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Alpha += weight[0] * tmp_alpha;
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}
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if (weight[1] > 0.0) {
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Color += weight[1]*image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
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Alpha += weight[1]*tmp_alpha;
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Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
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Alpha += weight[1] * tmp_alpha;
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}
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if (weight[2] > 0.0) {
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Color += weight[2]*image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
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Alpha += weight[2]*tmp_alpha;
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Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
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Alpha += weight[2] * tmp_alpha;
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}
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}
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}
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@@ -30,7 +30,7 @@ shader node_light_falloff(
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getattribute("path: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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float squared = ray_length * ray_length;
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strength *= squared / (Smooth + squared);
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}
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@@ -38,9 +38,9 @@ shader node_light_falloff(
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Quadratic = strength;
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/* Linear */
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Linear = (strength*ray_length);
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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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Constant = (strength * ray_length * ray_length);
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}
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@@ -27,7 +27,7 @@ shader node_normal_map(
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string attr_sign_name = "geom:tangent_sign",
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output normal Normal = NormalIn)
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{
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color mcolor = 2.0*color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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if (space == "Tangent") {
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vector tangent;
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@@ -47,6 +47,6 @@ shader node_normal_map(
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Normal = normalize(vector(mcolor));
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn)*max(Strength, 0.0));
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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}
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