29 float x =
sinf((px + py + pz) * 5.0f * scale);
30 float y =
cosf((-px + py - pz) * 5.0f * scale);
31 float z = -
cosf((-px - py + pz) * 5.0f * scale);
86 if (distortion != 0.0f) {
100 uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_noinline_cpu
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline float stack_load_float_default(ccl_private float *stack, uint a, uint value)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_inline bool stack_valid(uint a)
CCL_NAMESPACE_BEGIN ccl_device_noinline_cpu float3 svm_magic(float3 p, float scale, int n, float distortion)
ccl_device_noinline int svm_node_tex_magic(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
ccl_device_inline float average(const float2 a)