diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_gradient_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_gradient_texture.osl | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl new file mode 100644 index 00000000000..ae7cfa51f59 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl @@ -0,0 +1,74 @@ +/* + * 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" + +/* 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) / 2.0; + } + else if (type == "Radial") { + result = atan2(y, x) / (2.0 * M_PI) + 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 result; +} + +shader node_gradient_texture( + string Type = "Linear", + point Vector = P, + output float Fac = 0.0, + output color Color = color(0.0, 0.0, 0.0)) +{ + Fac = gradient(Vector, Type); + Color = color(Fac, Fac, Fac); +} + |