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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
* The Original Code is: all of this file.
* Contributor(s): none yet.
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/intern/SHD_nodes/SHD_invert.c
* \ingroup shdnodes
#include "../SHD_util.h"
/* **************** INVERT ******************** */
static bNodeSocketType sh_node_invert_in[]= {
{ SOCK_VALUE, 1, "Fac", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_invert_out[]= {
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
static void node_shader_exec_invert(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **in,
bNodeStack **out)
{
float col[3], facm;
col[0] = 1.0f - in[1]->vec[0];
col[1] = 1.0f - in[1]->vec[1];
col[2] = 1.0f - in[1]->vec[2];
/* if fac, blend result against original input */
if (in[0]->vec[0] < 1.0f) {
facm = 1.0f - in[0]->vec[0];
col[0] = in[0]->vec[0]*col[0] + (facm*in[1]->vec[0]);
col[1] = in[0]->vec[0]*col[1] + (facm*in[1]->vec[1]);
col[2] = in[0]->vec[0]*col[2] + (facm*in[1]->vec[2]);
}
VECCOPY(out[0]->vec, col);
static int gpu_shader_invert(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
return GPU_stack_link(mat, "invert", in, out);
void register_node_type_sh_invert(ListBase *lb)
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, NODE_OPTIONS,
sh_node_invert_in, sh_node_invert_out);
node_type_size(&ntype, 90, 80, 100);
node_type_exec(&ntype, node_shader_exec_invert);
node_type_gpu(&ntype, gpu_shader_invert);
nodeRegisterType(lb, &ntype);