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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
/* Gradient */
float gradient(point p, string type)
{
float x, y, z;
x = p[0];
y = p[1];
z = p[2];
float result = 0.0;
if (type == "linear") {
result = x;
}
else if (type == "quadratic") {
float r = max(x, 0.0);
result = r * r;
}
else if (type == "easing") {
float r = min(max(x, 0.0), 1.0);
float t = r * r;
result = (3.0 * t - 2.0 * t * r);
}
else if (type == "diagonal") {
result = (x + y) * 0.5;
}
else if (type == "radial") {
result = atan2(y, x) / M_2PI + 0.5;
}
else {
float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
if (type == "quadratic_sphere")
result = r * r;
else if (type == "spherical")
result = r;
}
return clamp(result, 0.0, 1.0);
}
shader node_gradient_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string gradient_type = "linear",
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Fac = gradient(p, gradient_type);
Color = color(Fac, Fac, Fac);
}
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