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/*
* Copyright 2011-2018 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.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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