66 lines
1.2 KiB
Plaintext
66 lines
1.2 KiB
Plaintext
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "stdcycles.h"
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/* Gradient */
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float gradient(point p, string type)
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{
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float x, y, z;
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x = p[0];
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y = p[1];
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z = p[2];
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float result = 0.0;
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if (type == "linear") {
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result = x;
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}
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else if (type == "quadratic") {
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float r = max(x, 0.0);
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result = r * r;
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}
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else if (type == "easing") {
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float r = min(max(x, 0.0), 1.0);
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float t = r * r;
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result = (3.0 * t - 2.0 * t * r);
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}
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else if (type == "diagonal") {
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result = (x + y) * 0.5;
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}
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else if (type == "radial") {
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result = atan2(y, x) / M_2PI + 0.5;
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}
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else {
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float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
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if (type == "quadratic_sphere")
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result = r * r;
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else if (type == "spherical")
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result = r;
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}
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return clamp(result, 0.0, 1.0);
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}
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shader node_gradient_texture(
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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string gradient_type = "linear",
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Fac = gradient(p, gradient_type);
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Color = color(Fac, Fac, Fac);
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}
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