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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_vector_displacement(color Vector = color(0.0, 0.0, 0.0),
- float Midlevel = 0.0,
- float Scale = 1.0,
- string space = "tangent",
- string attr_name = "geom:tangent",
- string attr_sign_name = "geom:tangent_sign",
- output vector Displacement = vector(0.0, 0.0, 0.0))
- {
- vector offset = (Vector - vector(Midlevel)) * Scale;
- if (space == "tangent") {
- /* Tangent space. */
- vector N_object = normalize(transform("world", "object", N));
- vector T_object;
- if (getattribute(attr_name, T_object)) {
- T_object = normalize(T_object);
- }
- else {
- T_object = normalize(dPdu);
- }
- vector B_object = normalize(cross(N_object, T_object));
- float tangent_sign;
- if (getattribute(attr_sign_name, tangent_sign)) {
- B_object *= tangent_sign;
- }
- Displacement = T_object * offset[0] + N_object * offset[1] + B_object * offset[2];
- }
- else {
- /* Object or world space. */
- Displacement = offset;
- }
- if (space != "world") {
- /* Tangent or object space. */
- Displacement = transform("object", "world", Displacement);
- }
- }
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