53 if (distortion != 0.0f) {
58 if (color_is_needed) {
74 if (distortion != 0.0f) {
80 if (color_is_needed) {
96 if (distortion != 0.0f) {
103 if (color_is_needed) {
114 bool color_is_needed,
119 if (distortion != 0.0f) {
127 if (color_is_needed) {
142 uint vector_stack_offset, w_stack_offset, scale_stack_offset;
143 uint detail_stack_offset, roughness_stack_offset, distortion_stack_offset;
144 uint value_stack_offset, color_stack_offset;
147 offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
149 &roughness_stack_offset,
150 &distortion_stack_offset,
152 &color_stack_offset);
169 switch (dimensions) {
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 Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input 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 a color
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
static unsigned long seed
#define kernel_assert(cond)
#define ccl_device_inline
#define ccl_device_noinline
#define CCL_NAMESPACE_END
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_device_noinline float fractal_noise_4d(float4 p, float octaves, float roughness)
ccl_device_noinline float fractal_noise_2d(float2 p, float octaves, float roughness)
ccl_device_noinline float fractal_noise_3d(float3 p, float octaves, float roughness)
CCL_NAMESPACE_BEGIN ccl_device_noinline float fractal_noise_1d(float p, float octaves, float roughness)
ccl_device_inline float hash_float2_to_float(float2 k)
ccl_gpu_kernel_postfix ccl_global float int int int int float bool int offset
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_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_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
float hash_float_to_float(float k)
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal)
ccl_device_inline float snoise_1d(float p)
ccl_device_inline float snoise_2d(float2 p)
ccl_device_inline float snoise_3d(float3 p)
ccl_device_inline float snoise_4d(float4 p)
ccl_device_inline float4 random_float4_offset(float seed)
CCL_NAMESPACE_BEGIN ccl_device_inline float random_float_offset(float seed)
ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint dimensions, uint offsets1, uint offsets2, int offset)
ccl_device void noise_texture_3d(float3 co, float detail, float roughness, float distortion, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device_inline float2 random_float2_offset(float seed)
ccl_device_inline float3 random_float3_offset(float seed)
ccl_device void noise_texture_4d(float4 co, float detail, float roughness, float distortion, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device void noise_texture_2d(float2 co, float detail, float roughness, float distortion, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device void noise_texture_1d(float co, float detail, float roughness, float distortion, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)