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/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_light_falloff(
float Strength = 0.0,
float Smooth = 0.0,
output float Quadratic = 0.0,
output float Linear = 0.0,
output float Constant = 0.0)
{
float ray_length = 0.0;
float strength = Strength;
getattribute("path:ray_length", ray_length);
if (Smooth > 0.0) {
float squared = ray_length*ray_length;
strength *= squared / (Smooth + squared);
}
/* Quadratic */
Quadratic = strength;
/* Linear */
Linear = (strength*ray_length);
/* Constant */
Constant = (strength*ray_length*ray_length);
}
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