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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-10 20:49:50 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-10 20:59:30 +0300 |
commit | b980cd163a9d5d77eeffc2e353333e739fa9e719 (patch) | |
tree | a91aadc6cfdf9b16560421b716ad3002da51928e /intern/cycles/kernel/shaders/node_vector_rotate.osl | |
parent | a63208823c8426b76270393f9217d3cf3ef66d0b (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.osl | 10 |
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 |