/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" float safe_divide(float a, float b) { return (b != 0.0) ? a / b : 0.0; } float smootherstep(float edge0, float edge1, float x) { float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0); return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } shader node_map_range(string range_type = "linear", float Value = 1.0, float FromMin = 0.0, float FromMax = 1.0, float ToMin = 0.0, float ToMax = 1.0, float Steps = 4.0, output float Result = 0.0) { if (FromMax != FromMin) { float Factor = Value; if (range_type == "stepped") { Factor = (Value - FromMin) / (FromMax - FromMin); Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0; } else if (range_type == "smoothstep") { Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) : smoothstep(FromMin, FromMax, Value); } else if (range_type == "smootherstep") { Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) : smootherstep(FromMin, FromMax, Value); } else { Factor = (Value - FromMin) / (FromMax - FromMin); } Result = ToMin + Factor * (ToMax - ToMin); } }