/* * 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 "stdcycles.h" shader node_vector_displacement(color Vector = color(0.0, 0.0, 0.0), float Midlevel = 0.0, float Scale = 1.0, string space = "tangent", string attr_name = "geom:tangent", string attr_sign_name = "geom:tangent_sign", output vector Displacement = vector(0.0, 0.0, 0.0)) { vector offset = (Vector - vector(Midlevel)) * Scale; if (space == "tangent") { /* Tangent space. */ vector N_object = normalize(transform("world", "object", N)); vector T_object; if (getattribute(attr_name, T_object)) { T_object = normalize(T_object); } else { T_object = normalize(dPdu); } vector B_object = normalize(cross(N_object, T_object)); float tangent_sign; if (getattribute(attr_sign_name, tangent_sign)) { B_object *= tangent_sign; } Displacement = T_object * offset[0] + N_object * offset[1] + B_object * offset[2]; } else { /* Object or world space. */ Displacement = offset; } if (space != "world") { /* Tangent or object space. */ Displacement = transform("object", "world", Displacement); } }