diff options
Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_blend_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/nodes/node_blend_texture.osl | 78 |
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); +} + |