/* * 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" #include "node_ramp_util.h" shader node_vector_curves( color ramp[] = {0.0}, float min_x = 0.0, float max_x = 1.0, vector VectorIn = vector(0.0, 0.0, 0.0), float Fac = 0.0, output vector VectorOut = vector(0.0, 0.0, 0.0)) { vector c = (VectorIn - vector(min_x, min_x, min_x)) / (max_x - min_x); color r = rgb_ramp_lookup(ramp, c[0], 1, 1); color g = rgb_ramp_lookup(ramp, c[0], 1, 1); color b = rgb_ramp_lookup(ramp, c[0], 1, 1); VectorOut[0] = r[0]; VectorOut[1] = g[1]; VectorOut[2] = b[2]; VectorOut = mix(VectorIn, VectorOut, Fac); }