OpenShadingLanguage 1.01
# Compiled by oslc 1.6.2
light maya_directionalLight%emit{1}
param	color	_color	1 1 1		%read{7,7} %write{2147483647,-1}
param	float	intensity	1		%read{8,8} %write{2147483647,-1}
param	color	shadowColor	0 0 0		%read{31,31} %write{2147483647,-1}
param	string	dmapName	""		%read{2147483647,-1} %write{2147483647,-1}
param	float	dmapFilterSize	1		%read{2147483647,-1} %write{2147483647,-1}
param	float	dmapBias	0.001		%read{2147483647,-1} %write{2147483647,-1}
param	float	useRayTraceShadows	0		%read{9,9} %write{2147483647,-1}
param	float	lightAngle	0		%read{21,24} %write{2147483647,-1}
param	float	shadowRays	1		%read{9,9} %write{2147483647,-1}
param	float	shadowBlur	0		%read{2147483647,-1} %write{2147483647,-1}
param	float	shadowSamples	16		%read{2147483647,-1} %write{2147483647,-1}
param	float	emitDiffuse	1		%read{0,0} %write{2147483647,-1}
param	float	emitSpecular	1		%read{1,1} %write{2147483647,-1}
oparam	float	__nondiffuse	0		%read{2,2} %write{0,0}
oparam	float	__nonspecular	0		%read{3,3} %write{1,1}
global	point	Ps	%read{18,29} %write{2147483647,-1} %derivs
global	color	Cl	%read{11,31} %write{8,32}
local	color	___296_lcolor	%read{32,32} %write{11,31}
local	point	___297_to	%read{23,29} %write{18,22} %derivs
local	float	___297_angle	%read{29,29} %write{21,25}
local	float	___297_samples	%read{28,28} %write{26,26}
local	color	___297_Ctransmission	%read{30,30} %write{27,29}
local	color	___297_Cshad	%read{31,31} %write{30,30}
local	vector	dir	%read{5,5} %write{4,4}
local	color	___300_lcolor	%read{8,8} %write{7,7}
const	float	$const2	1		%read{0,30} %write{2147483647,-1}
const	string	$const3	"__nondiffuse"		%read{2,2} %write{2147483647,-1}
const	string	$const4	"__nonspecular"		%read{3,3} %write{2147483647,-1}
const	string	$const5	"shader"		%read{4,22} %write{2147483647,-1}
const	int	$const6	0		%read{12,12} %write{2147483647,-1}
const	float	$const7	0		%read{4,27} %write{2147483647,-1}
const	float	$const9	-1		%read{4,4} %write{2147483647,-1}
temp	int	$tmp1	%read{6,6} %write{5,5}
temp	float	$tmp2	%read{12,26} %write{9,9}
const	string	$const10	""		%read{29,29} %write{2147483647,-1}
const	string	$const11	"computeRtShadowing"		%read{10,10} %write{2147483647,-1}
temp	int	$tmp3	%read{13,13} %write{12,12}
temp	int	$tmp4	%read{15,15} %write{14,14}
temp	vector	$tmp5	%read{17,17} %write{16,16} %derivs
const	float	$const12	1e+010		%read{17,17} %write{2147483647,-1}
temp	vector	$tmp6	%read{18,18} %write{17,17} %derivs
const	string	$const13	"radians"		%read{19,19} %write{2147483647,-1}
const	float	$const14	3.1415927		%read{20,20} %write{2147483647,-1}
const	float	$const15	180		%read{20,20} %write{2147483647,-1}
temp	float	$tmp7	%read{21,21} %write{20,20}
temp	float	$tmp8	%read{24,24} %write{23,23}
temp	float	$tmp9	%read{25,25} %write{24,24}
const	string	$const16	"samples"		%read{29,29} %write{2147483647,-1}
temp	int	$tmp10	%read{29,29} %write{28,28}
const	string	$const17	"coneangle"		%read{29,29} %write{2147483647,-1}
const	string	$const18	"traceset"		%read{29,29} %write{2147483647,-1}
code ___main___
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:54
# 	__nonspecular = 1 - emitSpecular;
	sub		__nondiffuse $const2 emitDiffuse 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl"} %line{54} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:55
# 	setmessage ("__nondiffuse", __nondiffuse);
	sub		__nonspecular $const2 emitSpecular 	%line{55} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:56
# 	setmessage ("__nonspecular", __nonspecular);
	setmessage	$const3 __nondiffuse 	%line{56} %argrw{"rr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:57
# 	vector dir = vector ("shader",0,0,-1);
	setmessage	$const4 __nonspecular 	%line{57} %argrw{"rr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:58
#   
	vector		dir $const5 $const7 $const7 $const9 	%line{58} %argrw{"wrrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:73
# }
	emit		$tmp1 dir $const7 	%line{73} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:60
# 	{
	if		$tmp1 33 33 	%line{60} %argrw{"r"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:65
# 
	assign		___300_lcolor _color 	%line{65} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:67
# 
	mul		Cl intensity ___300_lcolor 	%line{67} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:71
# 			"");
	mul		$tmp2 useRayTraceShadows shadowRays 	%line{71} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_directionalLight.osl:72
# 	}
	functioncall	$const11 33 	%line{72} %argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:70
# 	color lcolor = i_Cl;
	assign		___296_lcolor Cl 	%filename{"D:/xrt.git\\src\\osl\\shaders\\light_utils.h"} %line{70} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:72
# 	if( i_rtShadSamples != 0 )
	neq		$tmp3 $tmp2 $const6 	%line{72} %argrw{"wrr"}
	if		$tmp3 32 32 	%argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:77
# 		if( i_rtShadLightIsDirectional == 1.0 )
	eq		$tmp4 $const2 $const2 	%line{77} %argrw{"wrr"}
	if		$tmp4 22 26 	%argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:79
# 			to = Ps + (vector ("shader",0,0,1)) * 1e10;
	vector		$tmp5 $const5 $const7 $const7 $const2 	%line{79} %argrw{"wrrrr"}
	mul		$tmp6 $tmp5 $const12 	%argrw{"wrr"}
	add		___297_to Ps $tmp6 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:80
# 			angle = radians(i_rtShadLightRadiusOrAngle);
	functioncall	$const13 22 	%line{80} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:88
# //   notice, this list of conditions and the following disclaimer.
	div		$tmp7 $const14 $const15 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{88} %argrw{"wrr"}
	mul		___297_angle lightAngle $tmp7 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:84
# 			to = point ("shader",0,0,0);
	point		___297_to $const5 $const7 $const7 $const7 	%filename{"D:/xrt.git\\src\\osl\\shaders\\light_utils.h"} %line{84} %argrw{"wrrrr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:85
# 			angle = atan( i_rtShadLightRadiusOrAngle / distance( Ps, to ) );
	distance	$tmp8 Ps ___297_to 	%line{85} %argrw{"wrr"}
	div		$tmp9 lightAngle $tmp8 	%argrw{"wrr"}
	atan		___297_angle $tmp9 	%argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:88
# 		float samples = i_rtShadSamples;
	assign		___297_samples $tmp2 	%line{88} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:90
# 		color Ctransmission = 0.0;
	assign		___297_Ctransmission $const7 	%line{90} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:95
# 				"samples", (int)samples,
	assign		$tmp10 ___297_samples 	%line{95} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:97
# 				"traceset", i_rtShadSubset);
	transmission	___297_Ctransmission Ps ___297_to $const16 $tmp10 $const17 ___297_angle $const18 $const10 	%line{97} %argrw{"wrrrrrrrr"} %argderivs{1,2}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:99
# 		color Cshad = 1.0 - Ctransmission;
	sub		___297_Cshad $const2 ___297_Ctransmission 	%line{99} %argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:101
# 		lcolor = mix( i_Cl, i_shadowColor, Cshad );
	mix		___296_lcolor Cl shadowColor ___297_Cshad 	%line{101} %argrw{"wrrr"}
# D:/xrt.git\\src\\osl\\shaders\\light_utils.h:104
# 	return lcolor;
	assign		Cl ___296_lcolor 	%line{104} %argrw{"wr"}
	end
