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Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_blend_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_blend_texture.osl78
1 files changed, 78 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_blend_texture.osl b/intern/cycles/kernel/osl/nodes/node_blend_texture.osl
new file mode 100644
index 00000000000..de1bdaca90b
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_blend_texture.osl
@@ -0,0 +1,78 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "stdosl.h"
+#include "node_texture.h"
+
+/* Blend */
+
+float blend(point p, string progression, string axis)
+{
+ float x, y;
+
+ if(axis == "Vertical") {
+ x= p[1];
+ y= p[0];
+ }
+ else {
+ x= p[0];
+ y= p[1];
+ }
+
+ float result = 0.0;
+
+ if(progression == "Linear") {
+ result = (1.0 + x)/2.0;
+ }
+ else if(progression == "Quadratic") {
+ float r = max((1.0 + x)/2.0, 0.0);
+ result = r*r;
+ }
+ else if(progression == "Easing") {
+ float r = min(max((1.0 + x)/2.0, 0.0), 1.0);
+ float t = r*r;
+
+ result = (3.0*t - 2.0*t*r);
+ }
+ else if(progression == "Diagonal") {
+ result = (2.0 + x + y)/4.0;
+ }
+ else if(progression == "Radial") {
+ result = atan2(y, x)/(2*M_PI) + 0.5;
+ }
+ else {
+ float r = max(1.0 - sqrt(x*x + y*y + p[2]*p[2]), 0.0);
+
+ if(progression == "Quadratic Sphere")
+ result = r*r;
+ else if(progression == "Spherical")
+ result = r;
+ }
+
+ return result;
+}
+
+shader node_blend_texture(
+ string Progression = "Linear",
+ string Axis = "Horizontal",
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ Fac = blend(Vector, Progression, Axis);
+}
+