92 if (distortion != 0.0f) {
97 if (color_is_needed) {
127 bool color_is_needed,
132 if (distortion != 0.0f) {
138 if (color_is_needed) {
168 bool color_is_needed,
173 if (distortion != 0.0f) {
180 if (color_is_needed) {
210 bool color_is_needed,
215 if (distortion != 0.0f) {
223 if (color_is_needed) {
252 uint vector_stack_offset, w_stack_offset, scale_stack_offset, detail_stack_offset;
253 uint roughness_stack_offset, lacunarity_stack_offset, offset_stack_offset, gain_stack_offset;
254 uint distortion_stack_offset, value_stack_offset, color_stack_offset;
257 offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
259 &roughness_stack_offset,
260 &lacunarity_stack_offset,
261 &offset_stack_offset,
264 offsets3, &distortion_stack_offset, &value_stack_offset, &color_stack_offset);
270 uint dimensions = properties.
x;
271 uint type = properties.
y;
284 detail =
clamp(detail, 0.0f, 15.0f);
285 roughness =
fmaxf(roughness, 0.0f);
292 switch (dimensions) {
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
static unsigned long seed
SIMD_FORCE_INLINE btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
#define kernel_assert(cond)
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_inline
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_noinline float noise_multi_fractal(float p, float detail, float roughness, float lacunarity)
ccl_device_noinline float noise_ridged_multi_fractal(float p, float detail, float roughness, float lacunarity, float offset, float gain)
ccl_device_noinline float noise_hetero_terrain(float p, float detail, float roughness, float lacunarity, float offset)
ccl_device_noinline float noise_hybrid_multi_fractal(float p, float detail, float roughness, float lacunarity, float offset, float gain)
CCL_NAMESPACE_BEGIN ccl_device_noinline float noise_fbm(float p, float detail, float roughness, float lacunarity, bool normalize)
ccl_device_inline float hash_float2_to_float(float2 k)
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_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
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_default(ccl_private float *stack, uint a, uint value)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
@ NODE_NOISE_HYBRID_MULTIFRACTAL
@ NODE_NOISE_RIDGED_MULTIFRACTAL
@ NODE_NOISE_HETERO_TERRAIN
@ NODE_NOISE_MULTIFRACTAL
float hash_float_to_float(float k)
ccl_device_inline float snoise_1d(float p)
ccl_device_inline float snoise_2d(float2 p)
ccl_device_inline float snoise_3d(float3 p)
ccl_device_inline float snoise_4d(float4 p)
ccl_device_inline float4 random_float4_offset(float seed)
CCL_NAMESPACE_BEGIN ccl_device_inline float random_float_offset(float seed)
ccl_device void noise_texture_2d(float2 co, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device void noise_texture_1d(float co, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device_inline float2 random_float2_offset(float seed)
ccl_device void noise_texture_3d(float3 co, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device_inline float3 random_float3_offset(float seed)
ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint offsets1, uint offsets2, uint offsets3, int node_offset)
ccl_device float noise_select(T p, float detail, float roughness, float lacunarity, float offset, float gain, int type, bool normalize)
ccl_device void noise_texture_4d(float4 co, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize, bool color_is_needed, ccl_private float *value, ccl_private float3 *color)
ccl_device_inline int clamp(int a, int mn, int mx)