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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_tangent(normal NormalIn = N,
- string attr_name = "geom:tangent",
- string direction_type = "radial",
- string axis = "z",
- output normal Tangent = normalize(dPdu))
- {
- vector T;
- if (direction_type == "uv_map") {
- getattribute(attr_name, T);
- }
- else if (direction_type == "radial") {
- point generated;
- if (!getattribute("geom:generated", generated))
- generated = P;
- if (axis == "x")
- T = vector(0.0, -(generated[2] - 0.5), (generated[1] - 0.5));
- else if (axis == "y")
- T = vector(-(generated[2] - 0.5), 0.0, (generated[0] - 0.5));
- else
- T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
- }
- T = transform("object", "world", T);
- Tangent = cross(NormalIn, normalize(cross(T, NormalIn)));
- }
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