1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
|
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_light_path(output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,
output float IsDiffuseRay = 0.0,
output float IsGlossyRay = 0.0,
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
output float IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0,
output float DiffuseDepth = 0.0,
output float GlossyDepth = 0.0,
output float TransparentDepth = 0.0,
output float TransmissionDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
IsVolumeScatterRay = raytype("volume_scatter");
getattribute("path:ray_length", RayLength);
int ray_depth = 0;
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
int diffuse_depth = 0;
getattribute("path:diffuse_depth", diffuse_depth);
DiffuseDepth = (float)diffuse_depth;
int glossy_depth = 0;
getattribute("path:glossy_depth", glossy_depth);
GlossyDepth = (float)glossy_depth;
int transparent_depth = 0;
getattribute("path:transparent_depth", transparent_depth);
TransparentDepth = (float)transparent_depth;
int transmission_depth = 0;
getattribute("path:transmission_depth", transmission_depth);
TransmissionDepth = (float)transmission_depth;
}
|