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authorDalai Felinto <dfelinto@gmail.com>2012-01-24 20:32:31 +0400
committerDalai Felinto <dfelinto@gmail.com>2012-01-24 20:32:31 +0400
commit335ffb0ff3df6ee52f525448d09ae6448b75e158 (patch)
tree460fc93c618d05f0585405c61dcc5152ee906798 /intern/cycles/kernel/svm/svm.h
parent1f9e25ac1a7851ab2503b88564c0d480b9e125cf (diff)
Brightness/Contrast Node for Cycles
Contrast helps to adjust IBL (HDR images used for background lighting). Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing. Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r--intern/cycles/kernel/svm/svm.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index d22c9181a84..f1bae9c8d9f 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -131,6 +131,7 @@ CCL_NAMESPACE_END
#include "svm_hsv.h"
#include "svm_image.h"
#include "svm_gamma.h"
+#include "svm_brightness.h"
#include "svm_invert.h"
#include "svm_light_path.h"
#include "svm_magic.h"
@@ -270,6 +271,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_GAMMA:
svm_node_gamma(sd, stack, node.y, node.z, node.w);
break;
+ case NODE_BRIGHTCONTRAST:
+ svm_node_brightness(sd, stack, node.y, node.z, node.w);
+ break;
case NODE_MIX:
svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
break;