55 else if (is_direction) {
82 else if (is_direction) {
100 else if (is_direction) {
ccl_device_inline void stack_store_float3(ccl_private float *stack, const uint a, const float3 f)
ccl_device_forceinline void svm_unpack_node_uchar2(const uint i, ccl_private uint *x, ccl_private uint *y)
ccl_device_forceinline void svm_unpack_node_uchar3(const uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline bool stack_valid(const uint a)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(const ccl_private float *stack, const uint a)
const ThreadKernelGlobalsCPU * KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
VecBase< float, D > normalize(VecOp< float, D >) RET
ccl_device_inline void object_inverse_position_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private float3 *P)
ccl_device_inline void object_dir_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private float3 *D)
ccl_device_inline void object_normal_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private float3 *N)
ccl_device_inline void object_position_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private T *P)
ccl_device_inline void object_inverse_dir_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private float3 *D)
ccl_device_inline void object_inverse_normal_transform(KernelGlobals kg, const ccl_private ShaderData *sd, ccl_private float3 *N)
NodeVectorTransformConvertSpace
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA
@ NODE_VECTOR_TRANSFORM_TYPE_NORMAL
@ NODE_VECTOR_TRANSFORM_TYPE_VECTOR