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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_texture_coordinate(
normal NormalIn = N,
int is_background = 0,
int is_volume = 0,
int from_dupli = 0,
int use_transform = 0,
string bump_offset = "center",
matrix object_itfm = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
output point Generated = point(0.0, 0.0, 0.0),
output point UV = point(0.0, 0.0, 0.0),
output point Object = point(0.0, 0.0, 0.0),
output point Camera = point(0.0, 0.0, 0.0),
output point Window = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0),
output point Reflection = point(0.0, 0.0, 0.0))
{
if (is_background) {
Generated = P;
UV = point(0.0, 0.0, 0.0);
Object = P;
point Pcam = transform("camera", "world", point(0, 0, 0));
Camera = transform("camera", P + Pcam);
getattribute("NDC", Window);
Normal = NormalIn;
Reflection = I;
}
else {
if (from_dupli) {
getattribute("geom:dupli_generated", Generated);
getattribute("geom:dupli_uv", UV);
else if (is_volume) {
Generated = transform("object", P);
matrix tfm;
if (getattribute("geom:generated_transform", tfm))
Generated = transform(tfm, Generated);
getattribute("geom:uv", UV);
getattribute("geom:generated", Generated);
if (use_transform) {
Object = transform(object_itfm, P);
Object = transform("object", P);
Camera = transform("camera", P);
Window = transform("NDC", P);
Normal = transform("world", "object", NormalIn);
Reflection = -reflect(I, NormalIn);
if (bump_offset == "dx") {
if (!from_dupli) {
Generated += Dx(Generated);
UV += Dx(UV);
Object += Dx(Object);
Camera += Dx(Camera);
Window += Dx(Window);
else if (bump_offset == "dy") {
Generated += Dy(Generated);
UV += Dy(UV);
Object += Dy(Object);
Camera += Dy(Camera);
Window += Dy(Window);
Window[2] = 0.0;