/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" shader node_ambient_occlusion(color ColorIn = color(1.0, 1.0, 1.0), int samples = 16, float Distance = 1.0, normal Normal = N, int inside = 0, int only_local = 0, output color ColorOut = color(1.0, 1.0, 1.0), output float AO = 1.0) { int global_radius = (Distance == 0.0 && !isconnected(Distance)); /* Abuse texture call with special @ao token. */ AO = texture("@ao", samples, Distance, Normal[0], Normal[1], Normal[2], inside, "sblur", only_local, "tblur", global_radius); ColorOut = ColorIn * AO; }