diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_normal_map.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_normal_map.osl | 90 |
1 files changed, 0 insertions, 90 deletions
diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl deleted file mode 100644 index 7a94ad8ad1a..00000000000 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ /dev/null @@ -1,90 +0,0 @@ -/* - * 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); -} |