* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
76 lines
2.3 KiB
Plaintext
76 lines
2.3 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_normal_map(normal NormalIn = N,
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float Strength = 1.0,
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color Color = color(0.5, 0.5, 1.0),
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string space = "tangent",
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string attr_name = "geom:tangent",
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string attr_sign_name = "geom:tangent_sign",
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output normal Normal = NormalIn)
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{
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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int is_backfacing = backfacing();
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if (space == "tangent") {
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vector tangent;
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vector ninterp;
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float tangent_sign;
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float is_smooth = 0.0;
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getattribute("geom:is_smooth", is_smooth);
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if (!is_smooth) {
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ninterp = normalize(transform("world", "object", Ng));
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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ninterp = -ninterp;
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}
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}
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// get _unnormalized_ interpolated normal and tangent
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if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) &&
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(!is_smooth || getattribute("geom:normal_map_normal", ninterp))) {
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// apply normal map
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vector B = tangent_sign * cross(ninterp, tangent);
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Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
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// transform to world space
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Normal = normalize(transform("object", "world", Normal));
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}
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else {
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Normal = normal(0, 0, 0);
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}
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}
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else if (space == "object") {
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Normal = normalize(transform("object", "world", vector(mcolor)));
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}
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else if (space == "world") {
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Normal = normalize(vector(mcolor));
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}
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else if (space == "blender_object") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(transform("object", "world", vector(mcolor)));
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}
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else if (space == "blender_world") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(vector(mcolor));
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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Normal = -Normal;
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}
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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}
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