OpenShadingLanguage 1.00
# Compiled by oslc 1.5.11
shader node_anisotropic_bsdf
param	color	Color	0 0 0 		 %read{74,84} %write{2147483647,-1}
param	string	distribution	"GGX" 		 %read{71,79} %write{2147483647,-1}
param	float	Roughness	0 		 %read{64,70} %write{2147483647,-1}
param	float	Anisotropy	0 		 %read{59,59} %write{2147483647,-1}
param	float	Rotation	0 		 %read{3,5} %write{2147483647,-1}
param	normal	Normal	0 0 0 		 %read{7,83} %write{0,0}
param	normal	Tangent	0 0 0 		 %read{2,2} %write{1,1}
oparam	closure color	BSDF			 %read{2147483647,-1} %write{74,84}
global	normal	N	 %read{0,0} %write{2147483647,-1}
global	vector	dPdu	 %read{1,1} %write{2147483647,-1}
local	vector	___549_axis	 %read{12,14} %write{8,8}
local	float	___549_cosang	 %read{11,52} %write{10,10}
local	float	___549_sinang	 %read{22,47} %write{9,9}
local	float	___549_cosang1	 %read{21,46} %write{11,11}
local	float	___549_x	 %read{15,47} %write{12,12}
local	float	___549_y	 %read{20,45} %write{13,13}
local	float	___549_z	 %read{22,50} %write{14,14}
local	matrix	___549_M	 %read{56,56} %write{54,54}
local	vector	T	 %read{55,83} %write{2,57}
local	float	RoughnessU	 %read{77,83} %write{64,68}
local	float	RoughnessV	 %read{77,83} %write{66,70}
local	float	aniso	 %read{61,69} %write{60,60}
const	float	$const1	0		 %read{3,61} %write{2147483647,-1}
temp	int	$tmp1	 %read{4,4} %write{3,3}
const	float	$const2	6.2831855		 %read{5,5} %write{2147483647,-1}
temp	float	$tmp2	 %read{9,10} %write{5,5}
const	point	$const3	0 0 0		 %read{7,57} %write{2147483647,-1}
const	string	$const4	"rotate"		 %read{6,6} %write{2147483647,-1}
temp	vector	$tmp4	 %read{8,8} %write{7,7}
const	float	$const5	1		 %read{11,69} %write{2147483647,-1}
const	int	$const6	0		 %read{12,12} %write{2147483647,-1}
const	int	$const7	1		 %read{13,13} %write{2147483647,-1}
const	int	$const8	2		 %read{14,14} %write{2147483647,-1}
temp	float	$tmp5	 %read{19,19} %write{15,15}
temp	float	$tmp6	 %read{17,17} %write{16,16}
temp	float	$tmp7	 %read{18,18} %write{17,17}
temp	float	$tmp8	 %read{19,19} %write{18,18}
temp	float	$tmp9	 %read{54,54} %write{19,19}
temp	float	$tmp10	 %read{21,21} %write{20,20}
temp	float	$tmp11	 %read{23,23} %write{21,21}
temp	float	$tmp12	 %read{23,23} %write{22,22}
temp	float	$tmp13	 %read{54,54} %write{23,23}
temp	float	$tmp14	 %read{25,25} %write{24,24}
temp	float	$tmp15	 %read{27,27} %write{25,25}
temp	float	$tmp16	 %read{27,27} %write{26,26}
temp	float	$tmp17	 %read{54,54} %write{27,27}
temp	float	$tmp18	 %read{29,29} %write{28,28}
temp	float	$tmp19	 %read{31,31} %write{29,29}
temp	float	$tmp20	 %read{31,31} %write{30,30}
temp	float	$tmp21	 %read{54,54} %write{31,31}
temp	float	$tmp22	 %read{36,36} %write{32,32}
temp	float	$tmp23	 %read{34,34} %write{33,33}
temp	float	$tmp24	 %read{35,35} %write{34,34}
temp	float	$tmp25	 %read{36,36} %write{35,35}
temp	float	$tmp26	 %read{54,54} %write{36,36}
temp	float	$tmp27	 %read{38,38} %write{37,37}
temp	float	$tmp28	 %read{40,40} %write{38,38}
temp	float	$tmp29	 %read{40,40} %write{39,39}
temp	float	$tmp30	 %read{54,54} %write{40,40}
temp	float	$tmp31	 %read{42,42} %write{41,41}
temp	float	$tmp32	 %read{44,44} %write{42,42}
temp	float	$tmp33	 %read{44,44} %write{43,43}
temp	float	$tmp34	 %read{54,54} %write{44,44}
temp	float	$tmp35	 %read{46,46} %write{45,45}
temp	float	$tmp36	 %read{48,48} %write{46,46}
temp	float	$tmp37	 %read{48,48} %write{47,47}
temp	float	$tmp38	 %read{54,54} %write{48,48}
temp	float	$tmp39	 %read{53,53} %write{49,49}
temp	float	$tmp40	 %read{51,51} %write{50,50}
temp	float	$tmp41	 %read{52,52} %write{51,51}
temp	float	$tmp42	 %read{53,53} %write{52,52}
temp	float	$tmp43	 %read{54,54} %write{53,53}
temp	vector	$tmp44	 %read{57,57} %write{56,56}
temp	vector	$tmp45	 %read{56,56} %write{55,55}
const	float	$const9	-0.99000001		 %read{60,60} %write{2147483647,-1}
const	float	$const10	0.99000001		 %read{59,59} %write{2147483647,-1}
const	string	$const11	"clamp"		 %read{58,58} %write{2147483647,-1}
temp	float	$tmp46	 %read{60,60} %write{59,59}
temp	int	$tmp47	 %read{62,62} %write{61,61}
temp	float	$tmp48	 %read{64,64} %write{63,63}
temp	float	$tmp49	 %read{66,66} %write{65,65}
temp	float	$tmp50	 %read{68,68} %write{67,67}
temp	float	$tmp51	 %read{70,70} %write{69,69}
const	string	$const12	"Sharp"		 %read{71,71} %write{2147483647,-1}
temp	int	$tmp52	 %read{72,72} %write{71,71}
temp	closure color	$tmp53	 %read{74,74} %write{73,73}
const	string	$const13	"reflection"		 %read{73,73} %write{2147483647,-1}
const	string	$const14	"Beckmann"		 %read{75,75} %write{2147483647,-1}
temp	int	$tmp54	 %read{76,76} %write{75,75}
temp	closure color	$tmp55	 %read{78,78} %write{77,77}
const	string	$const15	"microfacet_beckmann_aniso"		 %read{77,77} %write{2147483647,-1}
const	string	$const16	"GGX"		 %read{79,79} %write{2147483647,-1}
temp	int	$tmp56	 %read{80,80} %write{79,79}
temp	closure color	$tmp57	 %read{82,82} %write{81,81}
const	string	$const17	"microfacet_ggx_aniso"		 %read{81,81} %write{2147483647,-1}
temp	closure color	$tmp58	 %read{84,84} %write{83,83}
const	string	$const18	"ashikhmin_shirley"		 %read{83,83} %write{2147483647,-1}
code Normal
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:25
# 	normal Normal = N,
	assign		Normal N 	%filename{"C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl"} %line{25} %argrw{"wr"}
code Tangent
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:26
# 	normal Tangent = normalize(dPdu),
	normalize	Tangent dPdu 	%filename{"C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl"} %line{26} %argrw{"wr"}
code ___main___
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:30
# 	vector T = Tangent;
	assign		T Tangent 	%filename{"C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl"} %line{30} %argrw{"wr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:32
# 	if (Rotation != 0.0)
	neq		$tmp1 Rotation $const1 	%line{32} %argrw{"wrr"}
	if		$tmp1 58 58 	%argrw{"r"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:33
# 		T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal);
	mul		$tmp2 Rotation $const2 	%line{33} %argrw{"wrr"}
	functioncall	$const4 58 	%argrw{"r"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:250
#         // gives us the same result as if the shader-writer called refract()
	sub		$tmp4 Normal $const3 	%filename{"C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h"} %line{250} %argrw{"wrr"}
	normalize	___549_axis $tmp4 	%argrw{"wr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:264
#     fresnel(I, N, eta, Kr, Kt, R, T);
	sin		___549_sinang $tmp2 	%line{264} %argrw{"wr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:265
# }
	cos		___549_cosang $tmp2 	%line{265} %argrw{"wr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:266
# 
	sub		___549_cosang1 $const5 ___549_cosang 	%line{266} %argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:267
# 
	compref		___549_x ___549_axis $const6 	%line{267} %argrw{"wrr"}
	compref		___549_y ___549_axis $const7 	%argrw{"wrr"}
	compref		___549_z ___549_axis $const8 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:268
# normal transform (matrix Mto, normal p) BUILTIN;
	mul		$tmp5 ___549_x ___549_x 	%line{268} %argrw{"wrr"}
	mul		$tmp6 ___549_x ___549_x 	%argrw{"wrr"}
	sub		$tmp7 $const5 $tmp6 	%argrw{"wrr"}
	mul		$tmp8 $tmp7 ___549_cosang 	%argrw{"wrr"}
	add		$tmp9 $tmp5 $tmp8 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:269
# vector transform (matrix Mto, vector p) BUILTIN;
	mul		$tmp10 ___549_x ___549_y 	%line{269} %argrw{"wrr"}
	mul		$tmp11 $tmp10 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp12 ___549_z ___549_sinang 	%argrw{"wrr"}
	add		$tmp13 $tmp11 $tmp12 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:270
# point  transform (matrix Mto, point p) BUILTIN;
	mul		$tmp14 ___549_x ___549_z 	%line{270} %argrw{"wrr"}
	mul		$tmp15 $tmp14 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp16 ___549_y ___549_sinang 	%argrw{"wrr"}
	sub		$tmp17 $tmp15 $tmp16 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:272
# vector transform (string from, string to, vector p) BUILTIN;
	mul		$tmp18 ___549_x ___549_y 	%line{272} %argrw{"wrr"}
	mul		$tmp19 $tmp18 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp20 ___549_z ___549_sinang 	%argrw{"wrr"}
	sub		$tmp21 $tmp19 $tmp20 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:273
# point  transform (string from, string to, point p) BUILTIN;
	mul		$tmp22 ___549_y ___549_y 	%line{273} %argrw{"wrr"}
	mul		$tmp23 ___549_y ___549_y 	%argrw{"wrr"}
	sub		$tmp24 $const5 $tmp23 	%argrw{"wrr"}
	mul		$tmp25 $tmp24 ___549_cosang 	%argrw{"wrr"}
	add		$tmp26 $tmp22 $tmp25 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:274
# normal transform (string to, normal p) { return transform("common",to,p); }
	mul		$tmp27 ___549_y ___549_z 	%line{274} %argrw{"wrr"}
	mul		$tmp28 $tmp27 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp29 ___549_x ___549_sinang 	%argrw{"wrr"}
	add		$tmp30 $tmp28 $tmp29 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:276
# point  transform (string to, point p)  { return transform("common",to,p); }
	mul		$tmp31 ___549_x ___549_z 	%line{276} %argrw{"wrr"}
	mul		$tmp32 $tmp31 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp33 ___549_y ___549_sinang 	%argrw{"wrr"}
	add		$tmp34 $tmp32 $tmp33 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:277
# 
	mul		$tmp35 ___549_y ___549_z 	%line{277} %argrw{"wrr"}
	mul		$tmp36 $tmp35 ___549_cosang1 	%argrw{"wrr"}
	mul		$tmp37 ___549_x ___549_sinang 	%argrw{"wrr"}
	sub		$tmp38 $tmp36 $tmp37 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:278
# float transformu (string tounits, float x) BUILTIN;
	mul		$tmp39 ___549_z ___549_z 	%line{278} %argrw{"wrr"}
	mul		$tmp40 ___549_z ___549_z 	%argrw{"wrr"}
	sub		$tmp41 $const5 $tmp40 	%argrw{"wrr"}
	mul		$tmp42 $tmp41 ___549_cosang 	%argrw{"wrr"}
	add		$tmp43 $tmp39 $tmp42 	%argrw{"wrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:280
# 
	matrix		___549_M $tmp9 $tmp13 $tmp17 $const1 $tmp21 $tmp26 $tmp30 $const1 $tmp34 $tmp38 $tmp43 $const1 $const1 $const1 $const1 $const5 	%line{280} %argrw{"wrrrrrrrrrrrrrrrr"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:281
# point rotate (point p, float angle, point a, point b)
	sub		$tmp45 T $const3 	%line{281} %argrw{"wrr"}
	transformv	$tmp44 ___549_M $tmp45 	%argrw{"wrr"}
	add		T $tmp44 $const3 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:37
# 	float aniso = clamp(Anisotropy, -0.99, 0.99);
	functioncall	$const11 61 	%filename{"C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl"} %line{37} %argrw{"r"}
# C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h:144
# float  log (float a,  float b) { return log(a)/log(b); }
	min		$tmp46 Anisotropy $const10 	%filename{"C:/dev\\blender\\intern\\cycles\\kernel\\shaders\\stdosl.h"} %line{144} %argrw{"wrr"}
	max		aniso $tmp46 $const9 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:39
# 	if (aniso < 0.0) {
	lt		$tmp47 aniso $const1 	%filename{"C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl"} %line{39} %argrw{"wrr"}
	if		$tmp47 67 71 	%argrw{"r"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:40
# 		RoughnessU = Roughness / (1.0 + aniso);
	add		$tmp48 $const5 aniso 	%line{40} %argrw{"wrr"}
	div		RoughnessU Roughness $tmp48 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:41
# 		RoughnessV = Roughness * (1.0 + aniso);
	add		$tmp49 $const5 aniso 	%line{41} %argrw{"wrr"}
	mul		RoughnessV Roughness $tmp49 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:44
# 		RoughnessU = Roughness * (1.0 - aniso);
	sub		$tmp50 $const5 aniso 	%line{44} %argrw{"wrr"}
	mul		RoughnessU Roughness $tmp50 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:45
# 		RoughnessV = Roughness / (1.0 - aniso);
	sub		$tmp51 $const5 aniso 	%line{45} %argrw{"wrr"}
	div		RoughnessV Roughness $tmp51 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:48
# 	if (distribution == "Sharp")
	eq		$tmp52 distribution $const12 	%line{48} %argrw{"wrr"}
	if		$tmp52 75 85 	%argrw{"r"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:49
# 		BSDF = Color * reflection(Normal);
	closure		$tmp53 $const13 Normal 	%line{49} %argrw{"wrr"}
	mul		BSDF $tmp53 Color 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:50
# 	else if (distribution == "Beckmann")
	eq		$tmp54 distribution $const14 	%line{50} %argrw{"wrr"}
	if		$tmp54 79 85 	%argrw{"r"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:51
# 		BSDF = Color * microfacet_beckmann_aniso(Normal, T, RoughnessU, RoughnessV);
	closure		$tmp55 $const15 Normal T RoughnessU RoughnessV 	%line{51} %argrw{"wrrrrr"}
	mul		BSDF $tmp55 Color 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:52
# 	else if (distribution == "GGX")
	eq		$tmp56 distribution $const16 	%line{52} %argrw{"wrr"}
	if		$tmp56 83 85 	%argrw{"r"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:53
# 		BSDF = Color * microfacet_ggx_aniso(Normal, T, RoughnessU, RoughnessV);
	closure		$tmp57 $const17 Normal T RoughnessU RoughnessV 	%line{53} %argrw{"wrrrrr"}
	mul		BSDF $tmp57 Color 	%argrw{"wrr"}
# C:/dev/blender/intern/cycles/kernel/shaders/node_anisotropic_bsdf.osl:55
# 		BSDF = Color * ashikhmin_shirley(Normal, T, RoughnessU, RoughnessV);
	closure		$tmp58 $const18 Normal T RoughnessU RoughnessV 	%line{55} %argrw{"wrrrrr"}
	mul		BSDF $tmp58 Color 	%argrw{"wrr"}
	end
