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/shaders/node_bump.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_bump.osl49
1 files changed, 49 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl
new file mode 100644
index 00000000000..24db1b24458
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_bump.osl
@@ -0,0 +1,49 @@
+/*
+ * 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"
+
+/* "Bump Mapping Unparameterized Surfaces on the GPU"
+ * Morten S. Mikkelsen, 2010 */
+
+surface node_bump(
+ normal NormalIn = N,
+ float Strength = 0.0,
+ float SampleCenter = 0.0,
+ float SampleX = 0.0,
+ float SampleY = 0.0,
+ output normal Normal = N)
+{
+ /* get surface tangents from normal */
+ vector dPdx = Dx(P);
+ vector dPdy = Dy(P);
+
+ vector Rx = cross(dPdy, NormalIn);
+ vector Ry = cross(NormalIn, dPdx);
+
+ /* compute surface gradient and determinant */
+ float det = dot(dPdx, Rx);
+ vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;
+
+ surfgrad *= Strength;
+ float absdet = fabs(det);
+
+ /* compute and output perturbed normal */
+ Normal = normalize(absdet * NormalIn - sign(det) * surfgrad);
+}
+