/* * 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_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))); }