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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-25 22:13:08 +0300
commit9f07d73e4598c7746218bc6b64cf2f88908645e9 (patch)
tree04cccc54eb7d1c32a36b7841cb1257fc1df06a66 /intern/cycles/kernel/osl/shaders/node_uv_map.osl
parent4758a7d35750ae0a2ed24014817e5b169a71e364 (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_uv_map.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_uv_map.osl44
1 files changed, 44 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_uv_map.osl b/intern/cycles/kernel/osl/shaders/node_uv_map.osl
new file mode 100644
index 00000000000..88d8c5ba394
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_uv_map.osl
@@ -0,0 +1,44 @@
+/*
+ * 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_uv_map(int from_dupli = 0,
+ string attribute = "",
+ string bump_offset = "center",
+ output point UV = point(0.0, 0.0, 0.0))
+{
+ if (from_dupli) {
+ getattribute("geom:dupli_uv", UV);
+ }
+ else {
+ if (attribute == "")
+ getattribute("geom:uv", UV);
+ else
+ getattribute(attribute, UV);
+ }
+
+ if (bump_offset == "dx") {
+ if (!from_dupli) {
+ UV += Dx(UV);
+ }
+ }
+ else if (bump_offset == "dy") {
+ if (!from_dupli) {
+ UV += Dy(UV);
+ }
+ }
+}