17 #ifdef __TRANSPARENT_SHADOWS__
43 shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
60 const int num_recorded_hits,
82 shader_setup_from_volume(kg, shadow_sd, &ray);
87 volume_shadow_heterogeneous(kg,
state, &ray, shadow_sd, throughput, step_size);
98 for (
uint hit = 0; hit < num_recorded_hits + 1; hit++) {
104 integrate_transparent_volume_shadow(kg,
state, hit, num_recorded_hits, &throughput);
115 if (hit < num_recorded_hits) {
116 const float3 shadow = integrate_transparent_surface_shadow(kg,
state, hit);
150 #ifdef __TRANSPARENT_SHADOWS__
152 const bool opaque = integrate_transparent_shadow(kg,
state, num_hits);
_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
ccl_device_inline void kernel_accum_light(KernelGlobals kg, ConstIntegratorShadowState state, ccl_global float *ccl_restrict render_buffer)
#define ccl_optional_struct_init
#define ccl_device_inline
#define CCL_NAMESPACE_END
ccl_device_forceinline float intersection_t_offset(const float t)
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_gpu_kernel_postfix ccl_global KernelWorkTile const int ccl_global float * render_buffer
ccl_device float3 shader_bsdf_transparency(KernelGlobals kg, ccl_private const ShaderData *sd)
#define AS_SHADER_DATA(shader_data_tiny_storage)
#define INTEGRATOR_SHADOW_ISECT_SIZE
@ DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW
@ DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW
#define PROFILING_INIT(kg, event)
ccl_device void integrator_shade_shadow(KernelGlobals kg, IntegratorShadowState state, ccl_global float *ccl_restrict render_buffer)
CCL_NAMESPACE_BEGIN ccl_device_inline bool shadow_intersections_has_remaining(const uint num_hits)
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)
#define INTEGRATOR_STATE_WRITE(state, nested_struct, member)
#define INTEGRATOR_STATE(state, nested_struct, member)
IntegratorShadowStateCPU *ccl_restrict IntegratorShadowState
#define INTEGRATOR_STATE_ARRAY(state, nested_struct, array_index, member)
ccl_device_forceinline void integrator_shadow_path_terminate(KernelGlobals kg, IntegratorShadowState state, const DeviceKernel current_kernel)
ccl_device_forceinline void integrator_shadow_path_next(KernelGlobals kg, IntegratorShadowState state, const DeviceKernel current_kernel, const DeviceKernel next_kernel)
ccl_device_forceinline void integrator_state_read_shadow_ray(KernelGlobals kg, ConstIntegratorShadowState state, ccl_private Ray *ccl_restrict ray)
ccl_device_forceinline VolumeStack integrator_state_read_shadow_volume_stack(ConstIntegratorShadowState state, int i)
ccl_device_forceinline void integrator_state_read_shadow_isect(ConstIntegratorShadowState state, ccl_private Intersection *ccl_restrict isect, const int index)
ccl_device_forceinline bool integrator_state_shadow_volume_stack_is_empty(KernelGlobals kg, ConstIntegratorShadowState state)
@ PROFILING_SHADE_SHADOW_SURFACE
@ PROFILING_SHADE_SHADOW_VOLUME
@ PROFILING_SHADE_SHADOW_SETUP
ccl_device float volume_stack_step_size(KernelGlobals kg, StackReadOp stack_read)
ccl_device void shadow_volume_stack_enter_exit(KernelGlobals kg, IntegratorShadowState state, ccl_private const ShaderData *sd)