42 kg, sd->object, sd->time, sd->prim, &tri_vindex, &numsteps, &
step, &t);
68 kg, Ng, sd->object, tri_vindex, numsteps,
step, t, sd->u, sd->v);
#define kernel_data_fetch(name, index)
const ThreadKernelGlobalsCPU * KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
VecBase< float, D > normalize(VecOp< float, D >) RET
VecBase< float, D > step(VecOp< float, D >, VecOp< float, D >) RET
VecBase< float, 3 > cross(VecOp< float, 3 >, VecOp< float, 3 >) RET
ccl_device_inline bool object_negative_scale_applied(const int object_flag)
ccl_device_inline void motion_triangle_vertices(KernelGlobals kg, const int object, const uint3 tri_vindex, const int numsteps, const int numverts, const int step, const float t, float3 verts[3])
ccl_device_inline void motion_triangle_compute_info(KernelGlobals kg, const int object, const float time, const int prim, ccl_private uint3 *tri_vindex, ccl_private int *numsteps, ccl_private int *step, ccl_private float *t)
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg, const float3 Ng, const int object, const uint3 tri_vindex, const int numsteps, const int step, const float t, const float u, const float v)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 motion_triangle_point_from_uv(KernelGlobals kg, ccl_private ShaderData *sd, const float u, const float v, const float3 verts[3])
CCL_NAMESPACE_BEGIN ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)