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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_normal_map(
normal NormalIn = N,
float Strength = 1.0,
color Color = color(0.5, 0.5, 1.0),
string space = "tangent",
string attr_name = "geom:tangent",
string attr_sign_name = "geom:tangent_sign",
output normal Normal = NormalIn)
{
color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
int is_backfacing = backfacing();
if (space == "tangent") {
vector tangent;
vector ninterp;
float tangent_sign;
float is_smooth;
getattribute("geom:is_smooth", is_smooth);
if (!is_smooth) {
ninterp = normalize(transform("world", "object", Ng));
/* the normal is already inverted, which is too soon for the math here */
if (is_backfacing) {
ninterp = -ninterp;
}
// get _unnormalized_ interpolated normal and tangent
if (getattribute(attr_name, tangent) &&
getattribute(attr_sign_name, tangent_sign) &&
(!is_smooth || getattribute("geom:N", ninterp)))
// apply normal map
vector B = tangent_sign * cross(ninterp, tangent);
Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
// transform to world space
Normal = normalize(transform("object", "world", Normal));
else {
Normal = normal(0, 0, 0);
else if (space == "object") {
Normal = normalize(transform("object", "world", vector(mcolor)));
else if (space == "world") {
Normal = normalize(vector(mcolor));
else if (space == "blender_object") {
/* strange blender convention */
mcolor[1] = -mcolor[1];
mcolor[2] = -mcolor[2];
else if (space == "blender_world") {
/* invert normal for backfacing polygons */
Normal = -Normal;
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
Normal = ensure_valid_reflection(Ng, I, Normal);