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* Copyright 2011, Blender Foundation.
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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shader node_texture_coordinate(
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int is_background = 0,
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string bump_offset = "center",
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output point Generated = point(0.0, 0.0, 0.0),
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output point UV = point(0.0, 0.0, 0.0),
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output point Object = point(0.0, 0.0, 0.0),
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output point Camera = point(0.0, 0.0, 0.0),
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output point Window = point(0.0, 0.0, 0.0),
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output point Reflection = point(0.0, 0.0, 0.0))
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UV = point(0.0, 0.0, 0.0);
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point Pcam = transform("camera", "world", point(0, 0, 0));
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Camera = transform("camera", P + Pcam);
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Window = transform("NDC", P + Pcam);
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getattribute("std::generated", Generated);
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getattribute("std::uv", UV);
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Object = transform("object", P);
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Camera = transform("camera", P);
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Window = transform("NDC", P);
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Reflection = reflect(I, Normal);
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if(bump_offset == "dx") {
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Generated += Dx(Generated);
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else if(bump_offset == "dy") {
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Generated += Dy(Generated);