Files
blender/intern/cycles/kernel/shaders/node_gradient_texture.osl
Brecht Van Lommel 615fe0295f Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
2012-11-03 14:32:13 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Gradient */
float gradient(point p, string type)
{
float x, y, z;
x = p[0];
y = p[1];
z = p[2];
float result = 0.0;
if (type == "Linear") {
result = x;
}
else if (type == "Quadratic") {
float r = max(x, 0.0);
result = r * r;
}
else if (type == "Easing") {
float r = min(max(x, 0.0), 1.0);
float t = r * r;
result = (3.0 * t - 2.0 * t * r);
}
else if (type == "Diagonal") {
result = (x + y) / 2.0;
}
else if (type == "Radial") {
result = atan2(y, x) / (2.0 * M_PI) + 0.5;
}
else {
float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
if (type == "Quadratic Sphere")
result = r * r;
else if (type == "Spherical")
result = r;
}
return result;
}
shader node_gradient_texture(
string Type = "Linear",
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
Fac = gradient(Vector, Type);
Color = color(Fac, Fac, Fac);
}