38 data =
make_float3(1.0f - sd->u - sd->v, sd->u, 0.0f);
53#ifdef __RAY_DIFFERENTIALS__
61 data =
make_float3(1.0f - sd->u - sd->du.dx - sd->v - sd->dv.dx, sd->u + sd->du.dx, 0.0f);
80#ifdef __RAY_DIFFERENTIALS__
88 data =
make_float3(1.0f - sd->u - sd->du.dy - sd->v - sd->dv.dy, sd->u + sd->du.dy, 0.0f);
232 data = curve_thickness(kg, sd);
237 data3 = curve_tangent_normal(kg, sd);
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_inline float hash_uint2_to_float(uint kx, uint ky)
ccl_device_inline float object_pass_id(KernelGlobals kg, int object)
ccl_device_inline float object_alpha(KernelGlobals kg, int object)
ccl_device float particle_age(KernelGlobals kg, int particle)
ccl_device float4 particle_rotation(KernelGlobals kg, int particle)
ccl_device_inline uint particle_index(KernelGlobals kg, int particle)
ccl_device_inline float3 object_location(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device_inline float object_random_number(KernelGlobals kg, int object)
ccl_device float particle_lifetime(KernelGlobals kg, int particle)
ccl_device float3 particle_angular_velocity(KernelGlobals kg, int particle)
ccl_device_inline int object_particle_id(KernelGlobals kg, int object)
ccl_device_inline float3 object_color(KernelGlobals kg, int object)
ccl_device_inline float lamp_random_number(KernelGlobals kg, int lamp)
ccl_device int shader_pass_id(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device float3 particle_velocity(KernelGlobals kg, int particle)
ccl_device float3 particle_location(KernelGlobals kg, int particle)
ccl_device float particle_size(KernelGlobals kg, int particle)
ccl_device_forceinline float3 svm_node_bump_P_dx(const ccl_private ShaderData *sd)
ccl_device_forceinline float3 svm_node_bump_P_dy(const ccl_private ShaderData *sd)
ccl_device_noinline void svm_node_particle_info(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint out_offset)
ccl_device_noinline void svm_node_geometry_bump_dy(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint out_offset)
ccl_device_noinline void svm_node_geometry_bump_dx(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint out_offset)
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_geometry(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint out_offset)
ccl_device_noinline void svm_node_object_info(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint out_offset)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
@ NODE_INFO_CURVE_IS_STRAND
@ NODE_INFO_CURVE_TANGENT_NORMAL
@ NODE_INFO_CURVE_THICKNESS
@ NODE_INFO_CURVE_INTERCEPT
@ NODE_INFO_PAR_ANGULAR_VELOCITY
@ NODE_INFO_POINT_POSITION
ccl_device float3 primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd)