/* * Copyright 2011, 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_path( output float IsCameraRay = 0.0, output float IsShadowRay = 0.0, output float IsDiffuseRay = 0.0, output float IsGlossyRay = 0.0, output float IsSingularRay = 0.0, output float IsReflectionRay = 0.0, output float IsTransmissionRay = 0.0, output float RayLength = 0.0) { IsCameraRay = raytype("camera"); IsShadowRay = raytype("shadow"); IsDiffuseRay = raytype("diffuse"); IsGlossyRay = raytype("glossy"); IsSingularRay = raytype("singular"); IsReflectionRay = raytype("reflection"); IsTransmissionRay = raytype("refraction"); getattribute("path:ray_length", RayLength); }