/* * Copyright 2011-2015 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" /* 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); }