7 return (
b != 0.0) ? a /
b : 0.0;
12 return vector((
b[0] != 0.0) ? a[0] /
b[0] : 0.0,
13 (
b[1] != 0.0) ? a[1] /
b[1] : 0.0,
14 (
b[2] != 0.0) ? a[2] /
b[2] : 0.0);
19 return (
b != 0.0) ?
fmod(a,
b) : 0.0;
24 return (
b != 0.0) ? a -
floor(a /
b) *
b : 0.0;
36 float h =
max(c -
abs(a -
b), 0.0) / c;
37 return min(a,
b) - h * h * h * c * (1.0 / 6.0);
46 return (
b != 0.0) ?
abs(
fract((a -
b) / (
b * 2.0)) *
b * 2.0 -
b) : 0.0;
51 return (a > 0.0) ?
sqrt(a) : 0.0;
56 return (a > 0.0 &&
b > 0.0) ?
log(a) /
log(
b) : 0.0;
61 float lenSquared =
dot(v_proj, v_proj);
62 return (lenSquared != 0.0) ? (
dot(
v, v_proj) / lenSquared) * v_proj :
vector(0.0);
71float wrap(
float value,
float max,
float min)
73 float range = max -
min;
74 return (range != 0.0) ? value - (range *
floor((value -
min) / range)) :
min;
77point
wrap(point value, point max, point
min)
81 wrap(value[2], max[2],
min[2]));
88 return dot(reference, incident) < 0.0 ? vec : -vec;
93 float cx =
cos(euler[0]);
94 float cy =
cos(euler[1]);
95 float cz =
cos(euler[2]);
96 float sx = sin(euler[0]);
97 float sy = sin(euler[1]);
98 float sz = sin(euler[2]);
99 matrix mat = matrix(1.0);
103 mat[1][0] = sy * sx * cz - cx * sz;
104 mat[1][1] = sy * sx * sz + cx * cz;
106 +mat[2][0] = sy * cx * cz + sx * sz;
107 mat[2][1] = sy * cx * sz - sx * cz;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
ATTR_WARN_UNUSED_RESULT const BMVert * v
local_group_size(16, 16) .push_constant(Type b
additional_info("compositor_sum_squared_difference_float_shared") .push_constant(Type output_img float dot(value.rgb, luminance_coefficients)") .define("LOAD(value)"
ccl_device_inline float2 fmod(const float2 a, const float b)
ccl_device_inline float2 floor(const float2 a)
ccl_device_inline float3 cos(float3 v)
ccl_device_inline float3 log(float3 v)
vector snap(vector a, vector b)
matrix euler_to_mat(point euler)
float safe_floored_modulo(float a, float b)
float safe_divide(float a, float b)
float wrap(float value, float max, float min)
vector project(vector v, vector v_proj)
float pingpong(float a, float b)
float safe_log(float a, float b)
float smoothmin(float a, float b, float c)
point compatible_faceforward(point vec, point incident, point reference)
float safe_modulo(float a, float b)
ccl_device_inline int abs(int x)