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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
/* Gradient */
ccl_device float svm_gradient(float3 p, NodeGradientType type)
{
float x, y, z;
x = p.x;
y = p.y;
z = p.z;
if(type == NODE_BLEND_LINEAR) {
return x;
}
else if(type == NODE_BLEND_QUADRATIC) {
float r = fmaxf(x, 0.0f);
return r*r;
else if(type == NODE_BLEND_EASING) {
float r = fminf(fmaxf(x, 0.0f), 1.0f);
float t = r*r;
return (3.0f*t - 2.0f*t*r);
else if(type == NODE_BLEND_DIAGONAL) {
return (x + y) * 0.5f;
else if(type == NODE_BLEND_RADIAL) {
return atan2f(y, x) / M_2PI_F + 0.5f;
else {
/* Bias a little bit for the case where p is a unit length vector,
* to get exactly zero instead of a small random value depending
* on float precision. */
float r = fmaxf(0.999999f - sqrtf(x*x + y*y + z*z), 0.0f);
if(type == NODE_BLEND_QUADRATIC_SPHERE)
else if(type == NODE_BLEND_SPHERICAL)
return r;
return 0.0f;
ccl_device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
uint type, co_offset, color_offset, fac_offset;
decode_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
float3 co = stack_load_float3(stack, co_offset);
float f = svm_gradient(co, (NodeGradientType)type);
f = saturate(f);
if(stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);
if(stack_valid(color_offset))
stack_store_float3(stack, color_offset, make_float3(f, f, f));
CCL_NAMESPACE_END