23 float r =
fmaxf(x, 0.0f);
30 return (3.0f * t - 2.0f * t * r);
33 return (x + y) * 0.5f;
42 float r =
fmaxf(0.999999f -
sqrtf(x * x + y * y +
z *
z), 0.0f);
59 uint type, co_offset, color_offset, fac_offset;
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
#define ccl_device_noinline
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN ccl_device float svm_gradient(float3 p, NodeGradientType type)
ccl_device_noinline void svm_node_tex_gradient(ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
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 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_BLEND_QUADRATIC_SPHERE