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Diffstat (limited to 'intern/cycles/kernel/shaders/node_normal_map.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_normal_map.osl128
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);
+}