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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
/* IES Light */
shader node_ies_light(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string filename = "",
float Strength = 1.0,
point Vector = I,
output float Fac = 0.0)
{
point p = Vector;
if (use_mapping) {
p = transform(mapping, p);
}
p = normalize((vector)p);
float v_angle = acos(-p[2]);
float h_angle = atan2(p[0], p[1]) + M_PI;
Fac = Strength * texture(filename, h_angle, v_angle);
}
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