/* 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; } point safe_divide(point a, point b) { return point(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z)); } shader node_vector_map_range(string range_type = "linear", int use_clamp = 0, point VectorIn = point(1.0, 1.0, 1.0), point From_Min_FLOAT3 = point(0.0, 0.0, 0.0), point From_Max_FLOAT3 = point(1.0, 1.0, 1.0), point To_Min_FLOAT3 = point(0.0, 0.0, 0.0), point To_Max_FLOAT3 = point(1.0, 1.0, 1.0), point Steps_FLOAT3 = point(4.0, 4.0, 4.0), output point VectorOut = point(0.0, 0.0, 0.0)) { point factor = VectorIn; point from_min = From_Min_FLOAT3; point from_max = From_Max_FLOAT3; point to_min = To_Min_FLOAT3; point to_max = To_Max_FLOAT3; point steps = Steps_FLOAT3; if (range_type == "stepped") { factor = safe_divide((factor - from_min), (from_max - from_min)); factor = point((steps.x > 0.0) ? floor(factor.x * (steps.x + 1.0)) / steps.x : 0.0, (steps.y > 0.0) ? floor(factor.y * (steps.y + 1.0)) / steps.y : 0.0, (steps.z > 0.0) ? floor(factor.z * (steps.z + 1.0)) / steps.z : 0.0); } else if (range_type == "smoothstep") { factor = safe_divide((factor - from_min), (from_max - from_min)); factor = clamp(factor, 0.0, 1.0); factor = (3.0 - 2.0 * factor) * (factor * factor); } else if (range_type == "smootherstep") { factor = safe_divide((factor - from_min), (from_max - from_min)); factor = clamp(factor, 0.0, 1.0); factor = factor * factor * factor * (factor * (factor * 6.0 - 15.0) + 10.0); } else { factor = safe_divide((factor - from_min), (from_max - from_min)); } VectorOut = to_min + factor * (to_max - to_min); if (use_clamp > 0) { VectorOut.x = (to_min.x > to_max.x) ? clamp(VectorOut.x, to_max.x, to_min.x) : clamp(VectorOut.x, to_min.x, to_max.x); VectorOut.y = (to_min.y > to_max.y) ? clamp(VectorOut.y, to_max.y, to_min.y) : clamp(VectorOut.y, to_min.y, to_max.y); VectorOut.z = (to_min.z > to_max.z) ? clamp(VectorOut.z, to_max.z, to_min.z) : clamp(VectorOut.z, to_min.z, to_max.z); } }