25 volume->
g =
signf(volume->g) *
min(
fabsf(volume->g), 1.0f - 1e-3f);
MINLINE float signf(float f)
ccl_device_inline float cos_theta(const float3 w)
additional_info("compositor_sum_squared_difference_float_shared") .push_constant(Type output_img float dot(value.rgb, luminance_coefficients)") .define("LOAD(value)"
#define CCL_NAMESPACE_END
@ CLOSURE_VOLUME_DRAINE_ID
struct ShaderVolumeClosure ShaderVolumeClosure
SHADER_CLOSURE_VOLUME_BASE
SPECTRUM_DATA_TYPE Spectrum
ccl_device int volume_draine_setup(ccl_private DraineVolume *volume)
CCL_NAMESPACE_BEGIN struct DraineVolume DraineVolume
ccl_device Spectrum volume_draine_eval(ccl_private const ShaderData *sd, ccl_private const ShaderVolumeClosure *svc, float3 wo, ccl_private float *pdf)
ccl_device int volume_draine_sample(ccl_private const ShaderData *sd, ccl_private const ShaderVolumeClosure *svc, float2 rand, ccl_private Spectrum *eval, ccl_private float3 *wo, ccl_private float *pdf)
ccl_device float phase_draine(float cos_theta, float g, float alpha)
ccl_device float3 phase_draine_sample(float3 D, float g, float alpha, float2 rand, ccl_private float *pdf)