/* * 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_mapping( matrix Matrix = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), point mapping_min = point(0.0, 0.0, 0.0), point mapping_max = point(0.0, 0.0, 0.0), int use_minmax = 0, point VectorIn = point(0.0, 0.0, 0.0), output point VectorOut = point(0.0, 0.0, 0.0)) { point p = transform(Matrix, VectorIn); if (use_minmax) p = min(max(mapping_min, p), mapping_max); VectorOut = p; }