/* * Copyright 2012, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.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); }