10 template<u
int node_feature_mask,
typename ConstIntegratorGenericState>
12 ConstIntegratorGenericState
state,
50 info = sd->ray_length;
104 uint strength_offset, out_offset, smooth_offset;
115 strength *= sd->ray_length;
118 strength *= sd->ray_length * sd->ray_length;
125 float squared = sd->ray_length * sd->ray_length;
128 strength *= squared / (
smooth + squared);
typedef float(TangentPoint)[2]
_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
#define ccl_device_noinline
#define CCL_NAMESPACE_END
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
@ NODE_LP_ray_transmission
@ NODE_LP_ray_transparent
@ NODE_LIGHT_FALLOFF_QUADRATIC
@ NODE_LIGHT_FALLOFF_LINEAR
@ NODE_LIGHT_FALLOFF_CONSTANT
#define IF_KERNEL_NODES_FEATURE(feature)
@ PATH_RAY_VOLUME_SCATTER
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_light_path(KernelGlobals kg, ConstIntegratorGenericState state, ccl_private const ShaderData *sd, ccl_private float *stack, uint type, uint out_offset, uint32_t path_flag)
ccl_device_noinline void svm_node_light_falloff(ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
smooth(Type::FLOAT, "mask_weight")
ccl_device_inline int integrator_state_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_transmission_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_transparent_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_glossy_bounce(ConstIntegratorState state, const int)
ccl_device_inline int integrator_state_diffuse_bounce(ConstIntegratorState state, const int)