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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:36:39 +0300
commitd7d40745fa09061a3117bd3669c5a46bbf611eae (patch)
tree8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/osl/shaders/node_light_path.osl
parentb698fe1e047e56e8ed67ba47464c0017d9c50eea (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_light_path.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_light_path.osl64
1 files changed, 64 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_light_path.osl b/intern/cycles/kernel/osl/shaders/node_light_path.osl
new file mode 100644
index 00000000000..ba268db288c
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_light_path.osl
@@ -0,0 +1,64 @@
+/*
+ * 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 "stdcycles.h"
+
+shader node_light_path(output float IsCameraRay = 0.0,
+ output float IsShadowRay = 0.0,
+ output float IsDiffuseRay = 0.0,
+ output float IsGlossyRay = 0.0,
+ output float IsSingularRay = 0.0,
+ output float IsReflectionRay = 0.0,
+ output float IsTransmissionRay = 0.0,
+ output float IsVolumeScatterRay = 0.0,
+ output float RayLength = 0.0,
+ output float RayDepth = 0.0,
+ output float DiffuseDepth = 0.0,
+ output float GlossyDepth = 0.0,
+ output float TransparentDepth = 0.0,
+ output float TransmissionDepth = 0.0)
+{
+ IsCameraRay = raytype("camera");
+ IsShadowRay = raytype("shadow");
+ IsDiffuseRay = raytype("diffuse");
+ IsGlossyRay = raytype("glossy");
+ IsSingularRay = raytype("singular");
+ IsReflectionRay = raytype("reflection");
+ IsTransmissionRay = raytype("refraction");
+ IsVolumeScatterRay = raytype("volume_scatter");
+
+ getattribute("path:ray_length", RayLength);
+
+ int ray_depth = 0;
+ getattribute("path:ray_depth", ray_depth);
+ RayDepth = (float)ray_depth;
+
+ int diffuse_depth = 0;
+ getattribute("path:diffuse_depth", diffuse_depth);
+ DiffuseDepth = (float)diffuse_depth;
+
+ int glossy_depth = 0;
+ getattribute("path:glossy_depth", glossy_depth);
+ GlossyDepth = (float)glossy_depth;
+
+ int transparent_depth = 0;
+ getattribute("path:transparent_depth", transparent_depth);
+ TransparentDepth = (float)transparent_depth;
+
+ int transmission_depth = 0;
+ getattribute("path:transmission_depth", transmission_depth);
+ TransmissionDepth = (float)transmission_depth;
+}