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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-08 00:24:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-08 00:24:38 +0400
commite6a84eb1b542e7cafe5e760530882bb806f3c433 (patch)
treee3d7b9f8dab6c2d55ec0d45297ba281599f3e92f /intern/cycles/kernel/svm/svm_mapping.h
parentf44e80e6387601dea6e4e0801d0a387455a02d31 (diff)
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff Note that this was already possible to do manually with the Ray Length, but this adds a convenient node for it. This commit also makes the mapping node min/max option work, fixing #31348.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_mapping.h')
-rw-r--r--intern/cycles/kernel/svm/svm_mapping.h11
1 files changed, 11 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_mapping.h b/intern/cycles/kernel/svm/svm_mapping.h
index 6dc74aece08..96645ac97db 100644
--- a/intern/cycles/kernel/svm/svm_mapping.h
+++ b/intern/cycles/kernel/svm/svm_mapping.h
@@ -34,5 +34,16 @@ __device void svm_node_mapping(KernelGlobals *kg, ShaderData *sd, float *stack,
stack_store_float3(stack, out_offset, r);
}
+__device void svm_node_min_max(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
+{
+ float3 v = stack_load_float3(stack, vec_offset);
+
+ float3 mn = float4_to_float3(read_node_float(kg, offset));
+ float3 mx = float4_to_float3(read_node_float(kg, offset));
+
+ float3 r = min(max(mn, v), mx);
+ stack_store_float3(stack, out_offset, r);
+}
+
CCL_NAMESPACE_END