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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_ambient_occlusion(color ColorIn = color(1.0, 1.0, 1.0),
int samples = 16,
float Distance = 1.0,
normal Normal = N,
int inside = 0,
int only_local = 0,
output color ColorOut = color(1.0, 1.0, 1.0),
output float AO = 1.0)
{
int global_radius = (Distance == 0.0 && !isconnected(Distance));
/* Abuse texture call with special @ao token. */
AO = texture("@ao",
samples,
Distance,
Normal[0],
Normal[1],
Normal[2],
inside,
"sblur",
only_local,
"tblur",
global_radius);
ColorOut = ColorIn * AO;
}
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