
It seems to be useful still in cases where the particle are distributed in a particular order or pattern, to colorize them along with that. This isn't really well defined, but might as well avoid breaking backwards compatibility for now.
39 lines
1.3 KiB
Plaintext
39 lines
1.3 KiB
Plaintext
/*
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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_particle_info(
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output float Index = 0.0,
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output float Random = 0.0,
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output float Age = 0.0,
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output float Lifetime = 0.0,
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output point Location = point(0.0, 0.0, 0.0),
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output float Size = 0.0,
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output vector Velocity = point(0.0, 0.0, 0.0),
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output vector AngularVelocity = point(0.0, 0.0, 0.0))
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{
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getattribute("particle:index", Index);
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getattribute("particle:random", Random);
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getattribute("particle:age", Age);
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getattribute("particle:lifetime", Lifetime);
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getattribute("particle:location", Location);
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getattribute("particle:size", Size);
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getattribute("particle:velocity", Velocity);
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getattribute("particle:angular_velocity", AngularVelocity);
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}
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