text: 
  //
  // This source file is part of appleseed.
  // Visit http://appleseedhq.net/ for additional information and resources.
  //
  // This software is released under the MIT license.
  //
  // Copyright (c) 2010-2013 Francois Beaune, Jupiter Jazz Limited
  // Copyright (c) 2014-2017 Francois Beaune, The appleseedhq Organization
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  // Interface header.
  #include "pathvertex.h"
  
  // appleseed.renderer headers.
  #include "renderer/kernel/shading/shadingcontext.h"
  #include "renderer/modeling/edf/edf.h"
  
  using namespace foundation;
  
  namespace renderer
  {
  
  void PathVertex::compute_emitted_radiance(
      const ShadingContext&   shading_context,
      Spectrum&               radiance) const
  {
      assert(m_edf);
  
      // No radiance if we're too close to the light.
      if (m_shading_point->get_distance() < m_edf->get_light_near_start())
      {
          radiance.set(0.0f);
          return;
      }
  
      if (const ShaderGroup* sg = get_material()->get_render_data().m_shader_group)
          shading_context.execute_osl_emission(*sg, *m_shading_point);
  
      // Compute the emitted radiance.
      m_edf->evaluate(
          m_edf->evaluate_inputs(shading_context, *m_shading_point),
          Vector3f(m_shading_point->get_geometric_normal()),
          Basis3f(m_shading_point->get_shading_basis()),
          Vector3f(m_outgoing.get_value()),
          radiance);
  }
  
  }   // namespace renderer
  