/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node) { uint in_color_offset, fac_offset, out_color_offset; uint hue_offset, sat_offset, val_offset; svm_unpack_node_uchar3(node.y, &in_color_offset, &fac_offset, &out_color_offset); svm_unpack_node_uchar3(node.z, &hue_offset, &sat_offset, &val_offset); float fac = stack_load_float(stack, fac_offset); float3 in_color = stack_load_float3(stack, in_color_offset); float3 color = in_color; float hue = stack_load_float(stack, hue_offset); float sat = stack_load_float(stack, sat_offset); float val = stack_load_float(stack, val_offset); color = rgb_to_hsv(color); /* Remember: `fmodf` doesn't work for negative numbers here. */ color.x = fmodf(color.x + hue + 0.5f, 1.0f); color.y = saturatef(color.y * sat); color.z *= val; color = hsv_to_rgb(color); color.x = fac * color.x + (1.0f - fac) * in_color.x; color.y = fac * color.y + (1.0f - fac) * in_color.y; color.z = fac * color.z + (1.0f - fac) * in_color.z; /* Clamp color to prevent negative values caused by over saturation. */ color.x = max(color.x, 0.0f); color.y = max(color.y, 0.0f); color.z = max(color.z, 0.0f); if (stack_valid(out_color_offset)) stack_store_float3(stack, out_color_offset, color); } CCL_NAMESPACE_END