/* * 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_tangent( normal NormalIn = N, string attr_name = "geom:tangent", string direction_type = "Radial", string axis = "Z", output normal Tangent = normalize(dPdu)) { vector T; if (direction_type == "UV Map") { getattribute(attr_name, T); } else if (direction_type == "Radial") { point generated; if (!getattribute("geom:generated", generated)) generated = P; if (axis == "X") T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5)); else if (axis == "Y") T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5)); else T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); } T = transform("object", "world", T); Tangent = cross(NormalIn, normalize(cross(T, NormalIn))); }