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Diffstat (limited to 'intern/cycles/kernel/shaders/node_sky_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_sky_texture.osl48
1 files changed, 5 insertions, 43 deletions
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl
index 05eed23bea8..9ce9008ef4b 100644
--- a/intern/cycles/kernel/shaders/node_sky_texture.osl
+++ b/intern/cycles/kernel/shaders/node_sky_texture.osl
@@ -34,40 +34,6 @@ vector sky_spherical_coordinates(vector dir)
return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
}
-/* Preetham */
-float sky_perez_function(float lam[9], float theta, float gamma)
-{
- float ctheta = cos(theta);
- float cgamma = cos(gamma);
-
- return (1.0 + lam[0] * exp(lam[1] / ctheta)) * (1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma);
-}
-
-color sky_radiance_old(normal dir,
- float sunphi, float suntheta, color radiance,
- float config_x[9], float config_y[9], float config_z[9])
-{
- /* convert vector to spherical coordinates */
- vector spherical = sky_spherical_coordinates(dir);
- float theta = spherical[0];
- float phi = spherical[1];
-
- /* angle between sun direction and dir */
- float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
-
- /* clamp theta to horizon */
- theta = min(theta, M_PI_2 - 0.001);
-
- /* compute xyY color space values */
- float x = radiance[1] * sky_perez_function(config_y, theta, gamma);
- float y = radiance[2] * sky_perez_function(config_z, theta, gamma);
- float Y = radiance[0] * sky_perez_function(config_x, theta, gamma);
-
- /* convert to RGB */
- color xyz = xyY_to_xyz(x, y, Y);
- return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
-}
-
/* Hosek / Wilkie */
float sky_radiance_internal(float config[9], float theta, float gamma)
{
@@ -83,9 +49,9 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
(config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith);
}
-color sky_radiance_new(normal dir,
- float sunphi, float suntheta, color radiance,
- float config_x[9], float config_y[9], float config_z[9])
+color sky_radiance(normal dir,
+ float sunphi, float suntheta, color radiance,
+ float config_x[9], float config_y[9], float config_z[9])
{
/* convert vector to spherical coordinates */
vector spherical = sky_spherical_coordinates(dir);
@@ -111,7 +77,6 @@ shader node_sky_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
vector Vector = P,
- string sky_model = "Hosek / Wilkie",
float theta = 0.0,
float phi = 0.0,
color radiance = color(0.0, 0.0, 0.0),
@@ -124,10 +89,7 @@ shader node_sky_texture(
if (use_mapping)
p = transform(mapping, p);
-
- if (sky_model == "Hosek / Wilkie")
- Color = sky_radiance_new(p, phi, theta, radiance, config_x, config_y, config_z);
- else
- Color = sky_radiance_old(p, phi, theta, radiance, config_x, config_y, config_z);
+
+ Color = sky_radiance(p, phi, theta, radiance, config_x, config_y, config_z);
}