Blender V5.0
shader_data.h File Reference

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Functions

CCL_NAMESPACE_BEGIN ccl_device void shader_setup_object_transforms (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float time)
ccl_device_inline void shader_setup_from_ray (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const ccl_private Ray *ccl_restrict ray, const ccl_private Intersection *ccl_restrict isect)
ccl_device_inline void shader_setup_from_sample (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 P, const float3 Ng, const float3 I, const int shader, const int object, const int prim, const float u, const float v, const float t, const float time, const bool object_space, const bool is_lamp)
ccl_device void shader_setup_from_displace (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const int object, const int prim, const float u, const float v)
ccl_device_inline void shader_setup_from_background (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 ray_P, const float3 ray_D, const float ray_time)

Function Documentation

◆ shader_setup_from_background()

◆ shader_setup_from_displace()

ccl_device void shader_setup_from_displace ( KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const int object,
const int prim,
const float u,
const float v )

◆ shader_setup_from_ray()

◆ shader_setup_from_sample()

◆ shader_setup_object_transforms()

CCL_NAMESPACE_BEGIN ccl_device void shader_setup_object_transforms ( KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float time )