diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_normal_map.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_normal_map.osl | 128 |
1 files changed, 62 insertions, 66 deletions
diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl index fda6f12a5da..90b593d00bc 100644 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ b/intern/cycles/kernel/shaders/node_normal_map.osl @@ -16,79 +16,75 @@ #include "stdosl.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) +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(); + 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; + if (space == "tangent") { + vector tangent; + vector ninterp; + float tangent_sign; + float is_smooth; - getattribute("geom:is_smooth", is_smooth); - if (!is_smooth) { - ninterp = normalize(transform("world", "object", Ng)); + 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; - } - } + /* 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:N", ninterp))) - { - // apply normal map - vector B = tangent_sign * cross(ninterp, tangent); - Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp); + // get _unnormalized_ interpolated normal and tangent + if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && + (!is_smooth || getattribute("geom:N", 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)); - } + // 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]; - /* invert normal for backfacing polygons */ - if (is_backfacing) { - Normal = -Normal; - } + Normal = normalize(transform("object", "world", vector(mcolor))); + } + else if (space == "blender_world") { + /* strange blender convention */ + mcolor[1] = -mcolor[1]; + mcolor[2] = -mcolor[2]; - if (Strength != 1.0) - Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); + Normal = normalize(vector(mcolor)); + } - Normal = ensure_valid_reflection(Ng, I, Normal); -} + /* 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); +} |