diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/osl/shaders/node_light_path.osl | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (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.osl | 64 |
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; +} |