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Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_mix.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_mix.osl330
1 files changed, 330 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_mix.osl b/intern/cycles/kernel/osl/shaders/node_mix.osl
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--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_mix.osl
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+/*
+ * 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 "node_color.h"
+#include "stdcycles.h"
+
+color node_mix_blend(float t, color col1, color col2)
+{
+ return mix(col1, col2, t);
+}
+
+color node_mix_add(float t, color col1, color col2)
+{
+ return mix(col1, col1 + col2, t);
+}
+
+color node_mix_mul(float t, color col1, color col2)
+{
+ return mix(col1, col1 * col2, t);
+}
+
+color node_mix_screen(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1);
+}
+
+color node_mix_overlay(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ if (outcol[0] < 0.5)
+ outcol[0] *= tm + 2.0 * t * col2[0];
+ else
+ outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]);
+
+ if (outcol[1] < 0.5)
+ outcol[1] *= tm + 2.0 * t * col2[1];
+ else
+ outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]);
+
+ if (outcol[2] < 0.5)
+ outcol[2] *= tm + 2.0 * t * col2[2];
+ else
+ outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]);
+
+ return outcol;
+}
+
+color node_mix_sub(float t, color col1, color col2)
+{
+ return mix(col1, col1 - col2, t);
+}
+
+color node_mix_div(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ if (col2[0] != 0.0)
+ outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0];
+ if (col2[1] != 0.0)
+ outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1];
+ if (col2[2] != 0.0)
+ outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2];
+
+ return outcol;
+}
+
+color node_mix_diff(float t, color col1, color col2)
+{
+ return mix(col1, abs(col1 - col2), t);
+}
+
+color node_mix_dark(float t, color col1, color col2)
+{
+ return mix(col1, min(col1, col2), t);
+}
+
+color node_mix_light(float t, color col1, color col2)
+{
+ return mix(col1, max(col1, col2), t);
+}
+
+color node_mix_dodge(float t, color col1, color col2)
+{
+ color outcol = col1;
+
+ if (outcol[0] != 0.0) {
+ float tmp = 1.0 - t * col2[0];
+ if (tmp <= 0.0)
+ outcol[0] = 1.0;
+ else if ((tmp = outcol[0] / tmp) > 1.0)
+ outcol[0] = 1.0;
+ else
+ outcol[0] = tmp;
+ }
+ if (outcol[1] != 0.0) {
+ float tmp = 1.0 - t * col2[1];
+ if (tmp <= 0.0)
+ outcol[1] = 1.0;
+ else if ((tmp = outcol[1] / tmp) > 1.0)
+ outcol[1] = 1.0;
+ else
+ outcol[1] = tmp;
+ }
+ if (outcol[2] != 0.0) {
+ float tmp = 1.0 - t * col2[2];
+ if (tmp <= 0.0)
+ outcol[2] = 1.0;
+ else if ((tmp = outcol[2] / tmp) > 1.0)
+ outcol[2] = 1.0;
+ else
+ outcol[2] = tmp;
+ }
+
+ return outcol;
+}
+
+color node_mix_burn(float t, color col1, color col2)
+{
+ float tmp, tm = 1.0 - t;
+
+ color outcol = col1;
+
+ tmp = tm + t * col2[0];
+ if (tmp <= 0.0)
+ outcol[0] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0)
+ outcol[0] = 0.0;
+ else if (tmp > 1.0)
+ outcol[0] = 1.0;
+ else
+ outcol[0] = tmp;
+
+ tmp = tm + t * col2[1];
+ if (tmp <= 0.0)
+ outcol[1] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0)
+ outcol[1] = 0.0;
+ else if (tmp > 1.0)
+ outcol[1] = 1.0;
+ else
+ outcol[1] = tmp;
+
+ tmp = tm + t * col2[2];
+ if (tmp <= 0.0)
+ outcol[2] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0)
+ outcol[2] = 0.0;
+ else if (tmp > 1.0)
+ outcol[2] = 1.0;
+ else
+ outcol[2] = tmp;
+
+ return outcol;
+}
+
+color node_mix_hue(float t, color col1, color col2)
+{
+ color outcol = col1;
+ color hsv2 = rgb_to_hsv(col2);
+
+ if (hsv2[1] != 0.0) {
+ color hsv = rgb_to_hsv(outcol);
+ hsv[0] = hsv2[0];
+ color tmp = hsv_to_rgb(hsv);
+
+ outcol = mix(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+color node_mix_sat(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ color hsv = rgb_to_hsv(outcol);
+
+ if (hsv[1] != 0.0) {
+ color hsv2 = rgb_to_hsv(col2);
+
+ hsv[1] = tm * hsv[1] + t * hsv2[1];
+ outcol = hsv_to_rgb(hsv);
+ }
+
+ return outcol;
+}
+
+color node_mix_val(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color hsv = rgb_to_hsv(col1);
+ color hsv2 = rgb_to_hsv(col2);
+
+ hsv[2] = tm * hsv[2] + t * hsv2[2];
+
+ return hsv_to_rgb(hsv);
+}
+
+color node_mix_color(float t, color col1, color col2)
+{
+ color outcol = col1;
+ color hsv2 = rgb_to_hsv(col2);
+
+ if (hsv2[1] != 0.0) {
+ color hsv = rgb_to_hsv(outcol);
+ hsv[0] = hsv2[0];
+ hsv[1] = hsv2[1];
+ color tmp = hsv_to_rgb(hsv);
+
+ outcol = mix(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+color node_mix_soft(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color one = color(1.0);
+ color scr = one - (one - col2) * (one - col1);
+
+ return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr);
+}
+
+color node_mix_linear(float t, color col1, color col2)
+{
+ color outcol = col1;
+
+ if (col2[0] > 0.5)
+ outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5));
+ else
+ outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0);
+
+ if (col2[1] > 0.5)
+ outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5));
+ else
+ outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0);
+
+ if (col2[2] > 0.5)
+ outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5));
+ else
+ outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0);
+
+ return outcol;
+}
+
+color node_mix_clamp(color col)
+{
+ color outcol = col;
+
+ outcol[0] = clamp(col[0], 0.0, 1.0);
+ outcol[1] = clamp(col[1], 0.0, 1.0);
+ outcol[2] = clamp(col[2], 0.0, 1.0);
+
+ return outcol;
+}
+
+shader node_mix(string mix_type = "mix",
+ int use_clamp = 0,
+ float Fac = 0.5,
+ color Color1 = 0.0,
+ color Color2 = 0.0,
+ output color Color = 0.0)
+{
+ float t = clamp(Fac, 0.0, 1.0);
+
+ if (mix_type == "mix")
+ Color = node_mix_blend(t, Color1, Color2);
+ if (mix_type == "add")
+ Color = node_mix_add(t, Color1, Color2);
+ if (mix_type == "multiply")
+ Color = node_mix_mul(t, Color1, Color2);
+ if (mix_type == "screen")
+ Color = node_mix_screen(t, Color1, Color2);
+ if (mix_type == "overlay")
+ Color = node_mix_overlay(t, Color1, Color2);
+ if (mix_type == "subtract")
+ Color = node_mix_sub(t, Color1, Color2);
+ if (mix_type == "divide")
+ Color = node_mix_div(t, Color1, Color2);
+ if (mix_type == "difference")
+ Color = node_mix_diff(t, Color1, Color2);
+ if (mix_type == "darken")
+ Color = node_mix_dark(t, Color1, Color2);
+ if (mix_type == "lighten")
+ Color = node_mix_light(t, Color1, Color2);
+ if (mix_type == "dodge")
+ Color = node_mix_dodge(t, Color1, Color2);
+ if (mix_type == "burn")
+ Color = node_mix_burn(t, Color1, Color2);
+ if (mix_type == "hue")
+ Color = node_mix_hue(t, Color1, Color2);
+ if (mix_type == "saturation")
+ Color = node_mix_sat(t, Color1, Color2);
+ if (mix_type == "value")
+ Color = node_mix_val(t, Color1, Color2);
+ if (mix_type == "color")
+ Color = node_mix_color(t, Color1, Color2);
+ if (mix_type == "soft_light")
+ Color = node_mix_soft(t, Color1, Color2);
+ if (mix_type == "linear_light")
+ Color = node_mix_linear(t, Color1, Color2);
+
+ if (use_clamp)
+ Color = node_mix_clamp(Color);
+}