* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
52 lines
1.8 KiB
Plaintext
52 lines
1.8 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "stdcycles.h"
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shader node_light_path(output float IsCameraRay = 0.0,
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output float IsShadowRay = 0.0,
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output float IsDiffuseRay = 0.0,
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output float IsGlossyRay = 0.0,
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output float IsSingularRay = 0.0,
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output float IsReflectionRay = 0.0,
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output float IsTransmissionRay = 0.0,
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output float IsVolumeScatterRay = 0.0,
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output float RayLength = 0.0,
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output float RayDepth = 0.0,
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output float DiffuseDepth = 0.0,
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output float GlossyDepth = 0.0,
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output float TransparentDepth = 0.0,
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output float TransmissionDepth = 0.0)
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{
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IsCameraRay = raytype("camera");
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IsShadowRay = raytype("shadow");
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IsDiffuseRay = raytype("diffuse");
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IsGlossyRay = raytype("glossy");
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IsSingularRay = raytype("singular");
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IsReflectionRay = raytype("reflection");
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IsTransmissionRay = raytype("refraction");
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IsVolumeScatterRay = raytype("volume_scatter");
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getattribute("path:ray_length", RayLength);
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int ray_depth = 0;
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getattribute("path:ray_depth", ray_depth);
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RayDepth = (float)ray_depth;
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int diffuse_depth = 0;
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getattribute("path:diffuse_depth", diffuse_depth);
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DiffuseDepth = (float)diffuse_depth;
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int glossy_depth = 0;
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getattribute("path:glossy_depth", glossy_depth);
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GlossyDepth = (float)glossy_depth;
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int transparent_depth = 0;
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getattribute("path:transparent_depth", transparent_depth);
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TransparentDepth = (float)transparent_depth;
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int transmission_depth = 0;
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getattribute("path:transmission_depth", transmission_depth);
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TransmissionDepth = (float)transmission_depth;
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}
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