Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_gradient_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_gradient_texture.osl77
1 files changed, 77 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl
new file mode 100644
index 00000000000..c7faee0d022
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl
@@ -0,0 +1,77 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdcycles.h"
+
+/* Gradient */
+
+float gradient(point p, string type)
+{
+ float x, y, z;
+
+ x = p[0];
+ y = p[1];
+ z = p[2];
+
+ float result = 0.0;
+
+ if (type == "linear") {
+ result = x;
+ }
+ else if (type == "quadratic") {
+ float r = max(x, 0.0);
+ result = r * r;
+ }
+ else if (type == "easing") {
+ float r = min(max(x, 0.0), 1.0);
+ float t = r * r;
+
+ result = (3.0 * t - 2.0 * t * r);
+ }
+ else if (type == "diagonal") {
+ result = (x + y) * 0.5;
+ }
+ else if (type == "radial") {
+ result = atan2(y, x) / M_2PI + 0.5;
+ }
+ else {
+ float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
+
+ if (type == "quadratic_sphere")
+ result = r * r;
+ else if (type == "spherical")
+ result = r;
+ }
+
+ return clamp(result, 0.0, 1.0);
+}
+
+shader node_gradient_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
+ string gradient_type = "linear",
+ point Vector = P,
+ output float Fac = 0.0,
+ output color Color = 0.0)
+{
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ Fac = gradient(p, gradient_type);
+ Color = color(Fac, Fac, Fac);
+}