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- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- #include "stdosl.h"
- shader node_convert_from_vector(vector value_vector = vector(0.0, 0.0, 0.0),
- output string value_string = "",
- output float value_float = 0.0,
- output int value_int = 0,
- output color value_color = color(0.0, 0.0, 0.0),
- output point value_point = point(0.0, 0.0, 0.0),
- output normal value_normal = normal(0.0, 0.0, 0.0))
- {
- value_float = (value_vector[0] + value_vector[1] + value_vector[2]) * (1.0 / 3.0);
- value_int = (int)((value_normal[0] + value_normal[1] + value_normal[2]) * (1.0 / 3.0));
- value_color = color(value_vector[0], value_vector[1], value_vector[2]);
- value_point = point(value_vector[0], value_vector[1], value_vector[2]);
- value_normal = normal(value_vector[0], value_vector[1], value_vector[2]);
- }
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