Blender V4.3
hsv.h
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5#pragma once
6
8
11 ccl_private float *stack,
12 uint4 node)
13{
14 uint in_color_offset, fac_offset, out_color_offset;
15 uint hue_offset, sat_offset, val_offset;
16 svm_unpack_node_uchar3(node.y, &in_color_offset, &fac_offset, &out_color_offset);
17 svm_unpack_node_uchar3(node.z, &hue_offset, &sat_offset, &val_offset);
18
19 float fac = stack_load_float(stack, fac_offset);
20 float3 in_color = stack_load_float3(stack, in_color_offset);
21 float3 color = in_color;
22
23 float hue = stack_load_float(stack, hue_offset);
24 float sat = stack_load_float(stack, sat_offset);
25 float val = stack_load_float(stack, val_offset);
26
27 color = rgb_to_hsv(color);
28
29 color.x = fractf(color.x + hue + 0.5f);
30 color.y = saturatef(color.y * sat);
31 color.z *= val;
32
33 color = hsv_to_rgb(color);
34
35 color.x = fac * color.x + (1.0f - fac) * in_color.x;
36 color.y = fac * color.y + (1.0f - fac) * in_color.y;
37 color.z = fac * color.z + (1.0f - fac) * in_color.z;
38
39 /* Clamp color to prevent negative values caused by over saturation. */
40 color.x = max(color.x, 0.0f);
41 color.y = max(color.y, 0.0f);
42 color.z = max(color.z, 0.0f);
43
44 if (stack_valid(out_color_offset))
45 stack_store_float3(stack, out_color_offset, color);
46}
47
void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
void hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b)
Definition math_color.cc:21
unsigned int uint
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_private
#define ccl_device_noinline
#define CCL_NAMESPACE_END
#define saturatef(x)
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
Definition hsv.h:9
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_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
ccl_device_inline bool stack_valid(uint a)
ShaderData
MINLINE float fractf(float a)
float z
Definition sky_float3.h:27
float y
Definition sky_float3.h:27
float x
Definition sky_float3.h:27
float max