14 #ifdef __OBJECT_MOTION__
20 sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object,
time);
40 sd->ray_length = isect->t;
41 sd->type = isect->type;
42 sd->object = isect->object;
44 sd->prim = isect->prim;
51 #ifdef __OBJECT_MOTION__
52 shader_setup_object_transforms(kg, sd, ray->time);
61 curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim);
68 point_shader_setup(kg, sd, isect, ray);
95 kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim,
false);
112 bool backfacing = (
dot(sd->Ng, sd->I) < 0.0f);
119 sd->dPdu = -sd->dPdu;
120 sd->dPdv = -sd->dPdv;
124 #ifdef __RAY_DIFFERENTIALS__
177 #ifdef __OBJECT_MOTION__
178 shader_setup_object_transforms(kg, sd,
time);
228 bool backfacing = (
dot(sd->Ng, sd->I) < 0.0f);
235 sd->dPdu = -sd->dPdu;
236 sd->dPdv = -sd->dPdv;
241 #ifdef __RAY_DIFFERENTIALS__
299 sd->ray_length = 0.0f;
308 #ifdef __OBJECT_MOTION__
309 shader_setup_object_transforms(kg, sd, sd->time);
350 #ifdef __RAY_DIFFERENTIALS__
364 const float ray_time)
374 sd->shader =
kernel_data.background.surface_shader;
378 sd->ray_length = 0.0f;
392 #ifdef __RAY_DIFFERENTIALS__
410 sd->P = ray->P + ray->D * ray->tmin;
417 sd->time = ray->time;
418 sd->ray_length = 0.0f;
434 # ifdef __RAY_DIFFERENTIALS__
_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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to curves
ATTR_WARN_UNUSED_RESULT const BMVert * v
#define ccl_device_inline
#define CCL_NAMESPACE_END
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
ccl_device void differential_dudv(ccl_private differential *du, ccl_private differential *dv, float3 dPdu, float3 dPdv, differential3 dP, float3 Ng)
ccl_device_forceinline void differential_incoming_compact(ccl_private differential3 *dI, const float3 D, const float dD)
ccl_device_forceinline void differential_transfer_compact(ccl_private differential3 *surface_dP, const float ray_dP, const float3, const float ray_dD, const float3 surface_Ng, const float ray_t)
ccl_device differential differential_zero()
ccl_device differential3 differential3_zero()
ccl_device void differential_incoming(ccl_private differential3 *dI, const differential3 dD)
#define object_normal_transform_auto
#define object_position_transform_auto
#define object_dir_transform_auto
#define PRIMITIVE_PACK_SEGMENT(type, segment)
#define PRIMITIVE_UNPACK_SEGMENT(type)
@ SD_OBJECT_TRANSFORM_APPLIED
ccl_device_inline float3 zero_float3()
CCL_NAMESPACE_BEGIN ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd, const float3 P, const float3 D, const float ray_t, const int isect_object, const int isect_prim, bool is_local)
Segment< FEdge *, Vec3r > segment
T dot(const vec_base< T, Size > &a, const vec_base< T, Size > &b)
ccl_device void shader_setup_from_displace(KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, int object, int prim, float u, float v)
ccl_device_inline void shader_setup_from_sample(KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 P, const float3 Ng, const float3 I, int shader, int object, int prim, float u, float v, float t, float time, bool object_space, int lamp)
ccl_device void shader_setup_from_curve(KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, int object, int prim, int segment, float u)
ccl_device_inline void shader_setup_from_background(KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 ray_P, const float3 ray_D, const float ray_time)
CCL_NAMESPACE_BEGIN ccl_device_inline void shader_setup_from_ray(KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, ccl_private const Ray *ccl_restrict ray, ccl_private const Intersection *ccl_restrict isect)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
ccl_device_inline void triangle_point_normal(KernelGlobals kg, int object, int prim, float u, float v, ccl_private float3 *P, ccl_private float3 *Ng, ccl_private int *shader)
ccl_device_inline void triangle_dPdudv(KernelGlobals kg, int prim, ccl_private float3 *dPdu, ccl_private float3 *dPdv)
ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg, ccl_private ShaderData *sd, const int isect_object, const int isect_prim, const float u, const float v)
ccl_device_inline float3 float4_to_float3(const float4 a)