59 info = sd->ray_length;
65 info = (
float)
state->diffuse_bounce;
71 info = (
float)
state->transparent_bounce;
85 uint strength_offset, out_offset, smooth_offset;
96 strength *= sd->ray_length;
99 strength *= sd->ray_length * sd->ray_length;
106 float squared = sd->ray_length * sd->ray_length;
109 strength *= squared / (smooth + squared);
typedef float(TangentPoint)[2]
_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 type
ccl_device_inline float stack_load_float(float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, uint *x, uint *y, uint *z)
ccl_device_inline void stack_store_float(float *stack, uint a, float f)
#define CCL_NAMESPACE_END
@ PATH_RAY_VOLUME_SCATTER
CCL_NAMESPACE_BEGIN ccl_device void svm_node_light_path(ShaderData *sd, ccl_addr_space PathState *state, float *stack, uint type, uint out_offset, int path_flag)
ccl_device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
@ NODE_LP_ray_transmission
@ NODE_LP_ray_transparent
@ NODE_LIGHT_FALLOFF_QUADRATIC
@ NODE_LIGHT_FALLOFF_LINEAR
@ NODE_LIGHT_FALLOFF_CONSTANT