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/*
 * Copyright 2011-2013 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"

/* "Bump Mapping Unparameterized Surfaces on the GPU"
 * Morten S. Mikkelsen, 2010 */

surface node_bump(
	int invert = 0,
	normal NormalIn = N,
	float Strength = 0.1,
	float Distance = 1.0,
	float SampleCenter = 0.0,
	float SampleX = 0.0,
	float SampleY = 0.0,
	output normal NormalOut = N)
{
	/* get surface tangents from normal */
	vector dPdx = Dx(P);
	vector dPdy = Dy(P);

	vector Rx = cross(dPdy, NormalIn);
	vector Ry = cross(NormalIn, dPdx);

	/* compute surface gradient and determinant */
	float det = dot(dPdx, Rx);
	vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;

	float absdet = fabs(det);

	float strength = max(Strength, 0.0);
	float dist = Distance;

	if (invert)
		dist *= -1.0;
	
	/* compute and output perturbed normal */
	NormalOut = normalize(absdet * NormalIn - dist * sign(det) * surfgrad);
	NormalOut = normalize(strength * NormalOut + (1.0 - strength) * NormalIn);
}