6 return (
b != 0.0) ?
a /
b : 0.0;
11 return vector((
b[0] != 0.0) ?
a[0] /
b[0] : 0.0,
12 (
b[1] != 0.0) ?
a[1] /
b[1] : 0.0,
13 (
b[2] != 0.0) ?
a[2] /
b[2] : 0.0);
18 return (
b != 0.0) ? fmod(
a,
b) : 0.0;
31 return min(
a,
b) - h * h * h *
c * (1.0 / 6.0);
40 return (
b != 0.0) ?
abs(
fract((
a -
b) / (
b * 2.0)) *
b * 2.0 -
b) : 0.0;
45 return (
a > 0.0) ?
sqrt(
a) : 0.0;
50 return (
a > 0.0 &&
b > 0.0) ?
log(
a) /
log(
b) : 0.0;
55 float lenSquared =
dot(v_proj, v_proj);
56 return (lenSquared != 0.0) ? (
dot(
v, v_proj) / lenSquared) * v_proj :
vector(0.0);
68 return (range != 0.0) ? value - (range *
floor((value -
min) / range)) :
min;
82 return dot(reference, incident) < 0.0 ? vec : -vec;
87 float cx =
cos(euler[0]);
88 float cy =
cos(euler[1]);
89 float cz =
cos(euler[2]);
90 float sx =
sin(euler[0]);
91 float sy =
sin(euler[1]);
92 float sz =
sin(euler[2]);
93 matrix mat = matrix(1.0);
97 mat[1][0] =
sy *
sx * cz - cx * sz;
98 mat[1][1] =
sy *
sx * sz + cx * cz;
100 +mat[2][0] =
sy * cx * cz +
sx * sz;
101 mat[2][1] =
sy * cx * sz -
sx * cz;
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 vector
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 point
ATTR_WARN_UNUSED_RESULT const BMVert * v
ccl_gpu_kernel_postfix ccl_global float int int sy
ccl_gpu_kernel_postfix ccl_global float int sx
ccl_device_inline float3 log(float3 v)
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
INLINE Rall1d< T, V, S > sin(const Rall1d< T, V, S > &arg)
T dot(const vec_base< T, Size > &a, const vec_base< T, Size > &b)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
vector snap(vector a, vector b)
matrix euler_to_mat(point euler)
float safe_divide(float a, float b)
float wrap(float value, float max, float min)
vector project(vector v, vector v_proj)
float pingpong(float a, float b)
float safe_log(float a, float b)
float smoothmin(float a, float b, float c)
point compatible_faceforward(point vec, point incident, point reference)
float safe_modulo(float a, float b)