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blender/intern/cycles/kernel/shaders/node_vector_displacement.osl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
shader node_vector_displacement(color Vector = color(0.0, 0.0, 0.0),
float Midlevel = 0.0,
float Scale = 1.0,
string space = "tangent",
string attr_name = "geom:tangent",
string attr_sign_name = "geom:tangent_sign",
output vector Displacement = vector(0.0, 0.0, 0.0))
{
vector offset = (Vector - vector(Midlevel)) * Scale;
if (space == "tangent") {
/* Tangent space. */
vector N_object = normalize(transform("world", "object", N));
vector T_object;
if (getattribute(attr_name, T_object)) {
T_object = normalize(T_object);
}
else {
T_object = normalize(dPdu);
}
vector B_object = normalize(cross(N_object, T_object));
float tangent_sign;
if (getattribute(attr_sign_name, tangent_sign)) {
B_object *= tangent_sign;
}
Displacement = T_object * offset[0] + N_object * offset[1] + B_object * offset[2];
}
else {
/* Object or world space. */
Displacement = offset;
}
if (space != "world") {
/* Tangent or object space. */
Displacement = transform("object", "world", Displacement);
}
}