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authorSergey Sharybin <sergey.vfx@gmail.com>2016-12-06 18:15:36 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-01-19 17:09:58 +0300
commitd6cf28c5e15739f864fbf04614c2a50708b4b152 (patch)
treefd668693afef3f97f6249acd05237869321bd564 /intern/cycles/kernel/shaders
parentafdd756e56e0cffb7ac5681749abdba6aa089309 (diff)
Cycles: Expose diffuse and glossy depth to Light Path node
Was a bit confusing to have transparent and translucent depth exposed but no diffuse or glossy. Reviewers: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D2399
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_light_path.osl10
1 files changed, 10 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_light_path.osl b/intern/cycles/kernel/shaders/node_light_path.osl
index a021a40467d..64fe4c20132 100644
--- a/intern/cycles/kernel/shaders/node_light_path.osl
+++ b/intern/cycles/kernel/shaders/node_light_path.osl
@@ -27,6 +27,8 @@ shader node_light_path(
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)
{
@@ -45,6 +47,14 @@ shader node_light_path(
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
+ int diffuse_depth;
+ getattribute("path:diffuse_depth", diffuse_depth);
+ DiffuseDepth = (float)diffuse_depth;
+
+ int glossy_depth;
+ getattribute("path:glossy_depth", glossy_depth);
+ GlossyDepth = (float)glossy_depth;
+
int transparent_depth;
getattribute("path:transparent_depth", transparent_depth);
TransparentDepth = (float)transparent_depth;