Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* IES Light */
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shader node_ies_light(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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int slot = 0,
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float Strength = 1.0,
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point Vector = I,
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output float Fac = 0.0)
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{
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point p = Vector;
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if (use_mapping) {
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p = transform(mapping, p);
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}
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p = normalize(p);
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float v_angle = acos(-p[2]);
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float h_angle = atan2(p[0], p[1]) + M_PI;
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Fac = Strength * texture(format("@l%d", slot), h_angle, v_angle);
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}
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