/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #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