/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor) { return factor * (1.0f - color) + (1.0f - factor) * color; } ccl_device_noinline void svm_node_invert(ccl_private ShaderData *sd, ccl_private float *stack, uint in_fac, uint in_color, uint out_color) { float factor = stack_load_float(stack, in_fac); float3 color = stack_load_float3(stack, in_color); color.x = invert(color.x, factor); color.y = invert(color.y, factor); color.z = invert(color.z, factor); if (stack_valid(out_color)) stack_store_float3(stack, out_color, color); } CCL_NAMESPACE_END