16 uint vector_in, vector_out;
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
ATTR_WARN_UNUSED_RESULT BMesh const char itype
#define ccl_device_noinline
#define CCL_NAMESPACE_END
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_device_inline void object_position_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *P)
ccl_device_inline void object_inverse_dir_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *D)
ccl_device_inline void object_inverse_position_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *P)
ccl_device_inline void object_dir_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *D)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_forceinline void svm_unpack_node_uchar2(uint i, ccl_private uint *x, ccl_private uint *y)
ccl_device_inline bool stack_valid(uint a)
NodeVectorTransformConvertSpace
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD
@ NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA
@ NODE_VECTOR_TRANSFORM_TYPE_NORMAL
@ NODE_VECTOR_TRANSFORM_TYPE_VECTOR
vec_base< T, Size > normalize(const vec_base< T, Size > &v)