Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device void svm_node_normal(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint in_normal_offset,
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uint out_normal_offset,
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uint out_dot_offset,
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int *offset)
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{
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/* read extra data */
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uint4 node1 = read_node(kg, offset);
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float3 normal = stack_load_float3(stack, in_normal_offset);
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float3 direction;
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direction.x = __int_as_float(node1.x);
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direction.y = __int_as_float(node1.y);
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direction.z = __int_as_float(node1.z);
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direction = normalize(direction);
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if (stack_valid(out_normal_offset))
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stack_store_float3(stack, out_normal_offset, direction);
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if (stack_valid(out_dot_offset))
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stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
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}
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CCL_NAMESPACE_END
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