/* * 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 "stdosl.h" shader node_convert_from_normal( normal Normal = normal(0.0, 0.0, 0.0), output string String = "", output float Val = 0.0, output int ValInt = 0, output vector Vector = vector(0.0, 0.0, 0.0), output color Color = 0.0, output point Point = point(0.0, 0.0, 0.0)) { Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0); ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0)); Vector = vector(Normal[0], Normal[1], Normal[2]); Color = color(Normal[0], Normal[1], Normal[2]); Point = point(Normal[0], Normal[1], Normal[2]); }