Files
test2/intern/cycles/kernel/osl/shaders/node_light_path.osl
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

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1.8 KiB
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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_light_path(output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,
output float IsDiffuseRay = 0.0,
output float IsGlossyRay = 0.0,
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
output float IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0,
output float DiffuseDepth = 0.0,
output float GlossyDepth = 0.0,
output float TransparentDepth = 0.0,
output float TransmissionDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
IsVolumeScatterRay = raytype("volume_scatter");
getattribute("path:ray_length", RayLength);
int ray_depth = 0;
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
int diffuse_depth = 0;
getattribute("path:diffuse_depth", diffuse_depth);
DiffuseDepth = (float)diffuse_depth;
int glossy_depth = 0;
getattribute("path:glossy_depth", glossy_depth);
GlossyDepth = (float)glossy_depth;
int transparent_depth = 0;
getattribute("path:transparent_depth", transparent_depth);
TransparentDepth = (float)transparent_depth;
int transmission_depth = 0;
getattribute("path:transmission_depth", transmission_depth);
TransmissionDepth = (float)transmission_depth;
}