/* * Copyright 2011-2018 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #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; }