bool BKE_image_has_gpu_texture_premultiplied_alpha(struct Image *image, struct ImBuf *ibuf)
MINLINE void copy_v2_fl2(float v[2], float x, float y)
MINLINE void copy_v4_fl(float r[4], float f)
Contains defines and structs used throughout the imbuf module.
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
virtual void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *image_buffer)=0
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
void update(AbstractSpaceAccessor *space, const Scene *scene, Image *image, ImBuf *image_buffer)