/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" /* IES Light */ shader node_ies_light(int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), string filename = "", float Strength = 1.0, point Vector = I, output float Fac = 0.0) { point p = Vector; if (use_mapping) { p = transform(mapping, p); } p = normalize((vector)p); float v_angle = acos(-p[2]); float h_angle = atan2(p[0], p[1]) + M_PI; Fac = Strength * texture(filename, h_angle, v_angle); }