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Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_normal_map.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_normal_map.osl90
1 files changed, 90 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_normal_map.osl b/intern/cycles/kernel/osl/shaders/node_normal_map.osl
new file mode 100644
index 00000000000..7a94ad8ad1a
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_normal_map.osl
@@ -0,0 +1,90 @@
+/*
+ * 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"
+
+shader node_normal_map(normal NormalIn = N,
+ float Strength = 1.0,
+ color Color = color(0.5, 0.5, 1.0),
+ string space = "tangent",
+ string attr_name = "geom:tangent",
+ string attr_sign_name = "geom:tangent_sign",
+ output normal Normal = NormalIn)
+{
+ color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
+ int is_backfacing = backfacing();
+
+ if (space == "tangent") {
+ vector tangent;
+ vector ninterp;
+ float tangent_sign;
+ float is_smooth = 0.0;
+
+ getattribute("geom:is_smooth", is_smooth);
+ if (!is_smooth) {
+ ninterp = normalize(transform("world", "object", Ng));
+
+ /* the normal is already inverted, which is too soon for the math here */
+ if (is_backfacing) {
+ ninterp = -ninterp;
+ }
+ }
+
+ // get _unnormalized_ interpolated normal and tangent
+ if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) &&
+ (!is_smooth || getattribute("geom:normal_map_normal", ninterp))) {
+ // apply normal map
+ vector B = tangent_sign * cross(ninterp, tangent);
+ Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
+
+ // transform to world space
+ Normal = normalize(transform("object", "world", Normal));
+ }
+ else {
+ Normal = normal(0, 0, 0);
+ }
+ }
+ else if (space == "object") {
+ Normal = normalize(transform("object", "world", vector(mcolor)));
+ }
+ else if (space == "world") {
+ Normal = normalize(vector(mcolor));
+ }
+ else if (space == "blender_object") {
+ /* strange blender convention */
+ mcolor[1] = -mcolor[1];
+ mcolor[2] = -mcolor[2];
+
+ Normal = normalize(transform("object", "world", vector(mcolor)));
+ }
+ else if (space == "blender_world") {
+ /* strange blender convention */
+ mcolor[1] = -mcolor[1];
+ mcolor[2] = -mcolor[2];
+
+ Normal = normalize(vector(mcolor));
+ }
+
+ /* invert normal for backfacing polygons */
+ if (is_backfacing) {
+ Normal = -Normal;
+ }
+
+ if (Strength != 1.0)
+ Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
+
+ Normal = ensure_valid_reflection(Ng, I, Normal);
+}