16 uint normal_offset, out_offset;
22 eta =
fmaxf(eta, 1e-5f);
39 uint type, normal_offset, out_offset;
_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
ccl_device float fresnel_dielectric_cos(float cosi, float eta)
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_noinline void svm_node_layer_weight(ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_fresnel(ccl_private ShaderData *sd, ccl_private float *stack, uint ior_offset, uint ior_value, uint node)
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 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)
ccl_device_inline bool stack_valid(uint a)
@ NODE_LAYER_WEIGHT_FRESNEL
T dot(const vec_base< T, Size > &a, const vec_base< T, Size > &b)
T clamp(const T &a, const T &min, const T &max)
static int blend(const Tex *tex, const float texvec[3], TexResult *texres)
ccl_device_inline float __uint_as_float(uint i)