11template<u
int node_feature_mask,
typename ConstIntegratorGenericState>
13 ConstIntegratorGenericState
state,
51 info = sd->ray_length;
105 uint strength_offset, out_offset, smooth_offset;
116 strength *= sd->ray_length;
119 strength *= sd->ray_length * sd->ray_length;
126 float squared = sd->ray_length * sd->ray_length;
128 if (isfinite(squared)) {
129 strength *= squared / (smooth + squared);
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
draw_view in_light_buf[] float
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 void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
@ NODE_LP_ray_transmission
@ NODE_LP_ray_transparent
@ NODE_LIGHT_FALLOFF_QUADRATIC
@ NODE_LIGHT_FALLOFF_LINEAR
@ NODE_LIGHT_FALLOFF_CONSTANT
#define IF_KERNEL_NODES_FEATURE(feature)
@ PATH_RAY_VOLUME_SCATTER
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_light_path(KernelGlobals kg, ConstIntegratorGenericState state, ccl_private const ShaderData *sd, ccl_private float *stack, uint type, uint out_offset, uint32_t path_flag)
ccl_device_noinline void svm_node_light_falloff(ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
ccl_device_inline int integrator_state_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_transmission_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_transparent_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_glossy_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_diffuse_bounce(ConstIntegratorState state, const int)