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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-05-08 00:24:38 +0400 |
commit | e6a84eb1b542e7cafe5e760530882bb806f3c433 (patch) | |
tree | e3d7b9f8dab6c2d55ec0d45297ba281599f3e92f /source/blender/gpu/shaders/gpu_shader_material.glsl | |
parent | f44e80e6387601dea6e4e0801d0a387455a02d31 (diff) |
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 5500e6bf171..fdd2a2c95b9 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2188,6 +2188,13 @@ void node_light_path( is_transmission_ray = 0.0; } +void node_light_falloff(float strength, float smooth, out float quadratic, out float linear, out float constant) +{ + quadratic = strength; + linear = strength; + constant = strength; +} + /* output */ void node_output_material(vec4 surface, vec4 volume, float displacement, out vec4 result) |