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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:36:39 +0300
commitd7d40745fa09061a3117bd3669c5a46bbf611eae (patch)
tree8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/shaders/node_invert.osl
parentb698fe1e047e56e8ed67ba47464c0017d9c50eea (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_invert.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_invert.osl23
1 files changed, 0 insertions, 23 deletions
diff --git a/intern/cycles/kernel/shaders/node_invert.osl b/intern/cycles/kernel/shaders/node_invert.osl
deleted file mode 100644
index 23c16935ca1..00000000000
--- a/intern/cycles/kernel/shaders/node_invert.osl
+++ /dev/null
@@ -1,23 +0,0 @@
-/*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include "stdcycles.h"
-
-shader node_invert(float Fac = 1.0, color ColorIn = 0.8, output color ColorOut = 0.8)
-{
- color ColorInv = color(1.0) - ColorIn;
- ColorOut = mix(ColorIn, ColorInv, Fac);
-}