/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" /* Gradient */ float gradient(point p, string type) { float x, y, z; x = p[0]; y = p[1]; z = p[2]; float result = 0.0; if (type == "linear") { result = x; } else if (type == "quadratic") { float r = max(x, 0.0); result = r * r; } else if (type == "easing") { float r = min(max(x, 0.0), 1.0); float t = r * r; result = (3.0 * t - 2.0 * t * r); } else if (type == "diagonal") { result = (x + y) * 0.5; } else if (type == "radial") { result = atan2(y, x) / M_2PI + 0.5; } else { float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); if (type == "quadratic_sphere") result = r * r; else if (type == "spherical") result = r; } return clamp(result, 0.0, 1.0); } shader node_gradient_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), string gradient_type = "linear", point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Fac = gradient(p, gradient_type); Color = color(Fac, Fac, Fac); }