/* * 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_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 IsVolumeScatterRay = 0.0, output float RayLength = 0.0, output float RayDepth = 0.0, output float TransparentDepth = 0.0) { IsCameraRay = raytype("camera"); IsShadowRay = raytype("shadow"); IsDiffuseRay = raytype("diffuse"); IsGlossyRay = raytype("glossy"); IsSingularRay = raytype("singular"); IsReflectionRay = raytype("reflection"); IsTransmissionRay = raytype("refraction"); IsVolumeScatterRay = raytype("volume_scatter"); getattribute("path:ray_length", RayLength); int ray_depth; getattribute("path:ray_depth", ray_depth); RayDepth = (float)ray_depth; int transparent_depth; getattribute("path:transparent_depth", transparent_depth); TransparentDepth = (float)transparent_depth; }