38 constexpr static float range_ = 10000.0f;
54 const float scale = (maximum != minimum) ? (1.0f / (maximum - minimum)) : 0.0f;
90 ntype.
declare = file_ns::cmp_node_normalize_declare;
#define NODE_CLASS_OP_VECTOR
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
void GPU_shader_bind(GPUShader *shader)
struct GPUShader GPUShader
int compositor_domain_priority() const
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
Result & get_input(StringRef identifier) const
Result & get_result(StringRef identifier)
Context & context() const
virtual Domain compute_domain()
void bind_as_image(GPUShader *shader, const char *image_name, bool read=false) const
void pass_through(Result &target)
void unbind_as_texture() const
void unbind_as_image() const
bool is_single_value() const
void allocate_texture(Domain domain, bool from_pool=true)
void bind_as_texture(GPUShader *shader, const char *texture_name) const
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static void cmp_node_normalize_declare(NodeDeclarationBuilder &b)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
float maximum_float_in_range(Context &context, GPUTexture *texture, float lower_bound, float upper_bound)
float minimum_float_in_range(Context &context, GPUTexture *texture, float lower_bound, float upper_bound)
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
void register_node_type_cmp_normalize()
void cmp_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeGetCompositorOperationFunction get_compositor_operation
NodeDeclareFunction declare