/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #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); }