/* * 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" shader node_texture_coordinate( normal Normal = N, int is_background = 0, string bump_offset = "center", output point Generated = point(0.0, 0.0, 0.0), output point UV = point(0.0, 0.0, 0.0), output point Object = point(0.0, 0.0, 0.0), output point Camera = point(0.0, 0.0, 0.0), output point Window = point(0.0, 0.0, 0.0), output point Reflection = point(0.0, 0.0, 0.0)) { if(is_background) { Generated = P; UV = point(0.0, 0.0, 0.0); Object = P; point Pcam = transform("camera", "world", point(0, 0, 0)); Camera = transform("camera", P + Pcam); Window = transform("NDC", P + Pcam); Reflection = I; } else { getattribute("std::generated", Generated); getattribute("std::uv", UV); Object = transform("object", P); Camera = transform("camera", P); Window = transform("NDC", P); Reflection = reflect(I, Normal); } if(bump_offset == "dx") { Generated += Dx(Generated); UV += Dx(UV); Object += Dx(Object); Camera += Dx(Camera); Window += Dx(Window); } else if(bump_offset == "dy") { Generated += Dy(Generated); UV += Dy(UV); Object += Dy(Object); Camera += Dy(Camera); Window += Dy(Window); } }