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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_math(string type = "add",
- vector Vector1 = vector(0.0, 0.0, 0.0),
- vector Vector2 = vector(0.0, 0.0, 0.0),
- output float Value = 0.0,
- output vector Vector = vector(0.0, 0.0, 0.0))
- {
- if (type == "add") {
- Vector = Vector1 + Vector2;
- Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0;
- }
- else if (type == "subtract") {
- Vector = Vector1 - Vector2;
- Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0;
- }
- else if (type == "average") {
- Value = length(Vector1 + Vector2);
- Vector = normalize(Vector1 + Vector2);
- }
- else if (type == "dot_product") {
- Value = dot(Vector1, Vector2);
- }
- else if (type == "cross_product") {
- vector c = cross(Vector1, Vector2);
- Value = length(c);
- Vector = normalize(c);
- }
- else if (type == "normalize") {
- Value = length(Vector1);
- Vector = normalize(Vector1);
- }
- }
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