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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* http://www.apache.org/licenses/LICENSE-2.0
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Magic */
ccl_device_noinline_cpu float3 svm_magic(float3 p, int n, float distortion)
{
float x = sinf((p.x + p.y + p.z) * 5.0f);
float y = cosf((-p.x + p.y - p.z) * 5.0f);
float z = -cosf((-p.x - p.y + p.z) * 5.0f);
if (n > 0) {
x *= distortion;
y *= distortion;
z *= distortion;
y = -cosf(x - y + z);
if (n > 1) {
x = cosf(x - y - z);
if (n > 2) {
z = sinf(-x - y - z);
if (n > 3) {
x = -cosf(-x + y - z);
if (n > 4) {
y = -sinf(-x + y + z);
if (n > 5) {
y = -cosf(-x + y + z);
if (n > 6) {
x = cosf(x + y + z);
if (n > 7) {
z = sinf(x + y - z);
if (n > 8) {
x = -cosf(-x - y + z);
if (n > 9) {
y = -sinf(x - y + z);
}
if (distortion != 0.0f) {
distortion *= 2.0f;
x /= distortion;
y /= distortion;
z /= distortion;
return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
ccl_device void svm_node_tex_magic(
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
uint depth;
uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
svm_unpack_node_uchar3(node.y, &depth, &color_offset, &fac_offset);
svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset);
uint4 node2 = read_node(kg, offset);
float3 co = stack_load_float3(stack, co_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
float3 color = svm_magic(co * scale, depth, distortion);
if (stack_valid(fac_offset))
stack_store_float(stack, fac_offset, average(color));
if (stack_valid(color_offset))
stack_store_float3(stack, color_offset, color);
CCL_NAMESPACE_END