14 uint in_color_offset, fac_offset, out_color_offset;
15 uint hue_offset, sat_offset, val_offset;
29 color.x =
fractf(color.x + hue + 0.5f);
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;
40 color.x =
max(color.x, 0.0f);
41 color.y =
max(color.y, 0.0f);
42 color.z =
max(color.z, 0.0f);
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)
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
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)
MINLINE float fractf(float a)