/**************************** Occlusion Light Shader (c) Mad Processor, 2009 As with all baking-compatible shaders, one should not use the faceforward() call. *****************************/ light lm_light_occlusion( float samples = 64; string __category = "occlusion"; float intensity = 1; float maxbright = 1) { normal shading_normal = normalize(Ns); //normal shading_normal = normalize(N); illuminate( Ps + shading_normal ) { //timos ansatz (subtractive occlusion) //Cl = -intensity*clamp(occlusion( Ps, shading_normal, samples ),0,1); //original (additive occlusion) Cl = (1 - occlusion( Ps, shading_normal, samples )) * intensity; //bake( "occ.bake", s, t, Cl ); } }