50 uint co_offset, out_offset, alpha_offset, flags;
71 int num_nodes = (int)
node.y;
74 int next_offset = (*offset) + num_nodes;
77 int tx = (int)tex_co.
x;
78 int ty = (
int)tex_co.
y;
81 if (tx >= 0 && ty >= 0 && tx < 10) {
82 int tile = 1001 + 10 * ty + tx;
85 for (
int i = 0; i < num_nodes; i++) {
87 if (tile_node.
x == tile) {
91 if (tile_node.
z == tile) {
105 *offset = next_offset;
134 N /= (
N.x +
N.y +
N.z);
148 float limit = 0.5f * (1.0f +
blend);
151 if (
N.x > limit * (
N.x +
N.y) &&
N.x > limit * (
N.x +
N.z)) {
154 else if (
N.y > limit * (
N.x +
N.y) &&
N.y > limit * (
N.y +
N.z)) {
157 else if (
N.z > limit * (
N.x +
N.z) &&
N.z > limit * (
N.y +
N.z)) {
160 else if (
blend > 0.0f) {
162 if (
N.z < (1.0f - limit) * (
N.y +
N.x)) {
163 weight.
x =
N.x / (
N.x +
N.y);
165 weight.
y = 1.0f - weight.
x;
167 else if (
N.x < (1.0f - limit) * (
N.y +
N.z)) {
168 weight.
y =
N.y / (
N.y +
N.z);
170 weight.
z = 1.0f - weight.
y;
172 else if (
N.y < (1.0f - limit) * (
N.x +
N.z)) {
173 weight.
x =
N.x / (
N.x +
N.z);
175 weight.
z = 1.0f - weight.
x;
179 weight.
x = ((2.0f - limit) *
N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f);
180 weight.
y = ((2.0f - limit) *
N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f);
181 weight.
z = ((2.0f - limit) *
N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f);
190 uint co_offset, out_offset, alpha_offset, flags;
199 if (weight.
x > 0.0f) {
203 if (weight.
y > 0.0f) {
207 if (weight.
z > 0.0f) {
224 uint co_offset, out_offset, alpha_offset, flags;
void map_to_sphere(float *r_u, float *r_v, const float x, const float y, const float z)
void map_to_tube(float *r_u, float *r_v, const float x, const float y, const float z)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
static CCL_NAMESPACE_BEGIN const double alpha
ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(float *stack, uint a)
ccl_device_inline uint4 read_node(KernelGlobals *kg, int *offset)
ccl_device_inline void stack_store_float3(float *stack, uint a, float3 f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
ccl_device_inline void stack_store_float(float *stack, uint a, float f)
ccl_device_inline bool stack_valid(uint a)
#define ccl_device_inline
#define CCL_NAMESPACE_END
#define make_float2(x, y)
#define make_float4(x, y, z, w)
#define make_float3(x, y, z)
ccl_device float2 direction_to_mirrorball(float3 dir)
ccl_device float2 direction_to_equirectangular(float3 dir)
ccl_device float4 kernel_tex_image_interp(KernelGlobals *kg, int id, float x, float y)
ccl_device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
CCL_NAMESPACE_BEGIN ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint flags)
ccl_device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
ccl_device_inline float3 texco_remap_square(float3 co)
@ NODE_IMAGE_COMPRESS_AS_SRGB
@ NODE_IMAGE_ALPHA_UNASSOCIATE
static int blend(const Tex *tex, const float texvec[3], TexResult *texres)
ccl_device float4 color_srgb_to_linear_v4(float4 c)
ccl_device_inline float saturate(float a)
ccl_device_inline float __int_as_float(int i)
ccl_device_inline float2 safe_normalize(const float2 &a)
#define TEX_IMAGE_MISSING_R
#define TEX_IMAGE_MISSING_B
#define TEX_IMAGE_MISSING_A
#define TEX_IMAGE_MISSING_G