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authorKévin Dietrich <kevin.dietrich@mailoo.org>2020-11-10 20:49:50 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2020-11-10 20:59:30 +0300
commitb980cd163a9d5d77eeffc2e353333e739fa9e719 (patch)
treea91aadc6cfdf9b16560421b716ad3002da51928e /intern/cycles/kernel/shaders/node_vector_rotate.osl
parenta63208823c8426b76270393f9217d3cf3ef66d0b (diff)
Cycles: fix compilation of OSL shaders following API change
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e). Ref T82561.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_vector_rotate.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_vector_rotate.osl10
1 files changed, 5 insertions, 5 deletions
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
index 2efe3470ae2..e99bf7d81b0 100644
--- a/intern/cycles/kernel/shaders/node_vector_rotate.osl
+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -18,7 +18,7 @@
#include "stdcycles.h"
shader node_vector_rotate(int invert = 0,
- string type = "axis",
+ string rotate_type = "axis",
vector VectorIn = vector(0.0, 0.0, 0.0),
point Center = point(0.0, 0.0, 0.0),
point Rotation = point(0.0, 0.0, 0.0),
@@ -26,19 +26,19 @@ shader node_vector_rotate(int invert = 0,
float Angle = 0.0,
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
- if (type == "euler_xyz") {
+ if (rotate_type == "euler_xyz") {
matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation);
VectorOut = transform(rmat, VectorIn - Center) + Center;
}
else {
float a = (invert) ? -Angle : Angle;
- if (type == "x_axis") {
+ if (rotate_type == "x_axis") {
VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
}
- else if (type == "y_axis") {
+ else if (rotate_type == "y_axis") {
VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
}
- else if (type == "z_axis") {
+ else if (rotate_type == "z_axis") {
VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
}
else { // axis