/* * 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_point( point value_point = point(0.0, 0.0, 0.0), output string value_string = "", output float value_float = 0.0, output int value_int = 0, output vector value_vector = vector(0.0, 0.0, 0.0), output color value_color = 0.0, output normal value_normal = normal(0.0, 0.0, 0.0)) { value_float = (value_point[0] + value_point[1] + value_point[2]) * (1.0 / 3.0); value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0)); value_vector = vector(value_point[0], value_point[1], value_point[2]); value_color = color(value_point[0], value_point[1], value_point[2]); value_normal = normal(value_point[0], value_point[1], value_point[2]); }