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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_tangent(normal NormalIn = N,
string attr_name = "geom:tangent",
string direction_type = "radial",
string axis = "z",
output normal Tangent = normalize(dPdu))
{
vector T = vector(0.0, 0.0, 0.0);
if (direction_type == "uv_map") {
getattribute(attr_name, T);
}
else if (direction_type == "radial") {
point generated;
if (!getattribute("geom:generated", generated))
generated = P;
if (axis == "x")
T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5));
else if (axis == "y")
T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5));
else
T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
}
T = transform("object", "world", T);
Tangent = cross(NormalIn, normalize(cross(T, NormalIn)));
}
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