/* * Copyright 2011-2013 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_light_falloff(float Strength = 0.0, float Smooth = 0.0, output float Quadratic = 0.0, output float Linear = 0.0, output float Constant = 0.0) { float ray_length = 0.0; float strength = Strength; getattribute("path:ray_length", ray_length); if (Smooth > 0.0) { float squared = ray_length * ray_length; strength *= squared / (Smooth + squared); } /* Quadratic */ Quadratic = strength; /* Linear */ Linear = (strength * ray_length); /* Constant */ Constant = (strength * ray_length * ray_length); }