/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device_noinline int svm_node_normal(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint in_normal_offset, uint out_normal_offset, uint out_dot_offset, int offset) { /* read extra data */ uint4 node1 = read_node(kg, &offset); float3 normal = stack_load_float3(stack, in_normal_offset); float3 direction; direction.x = __int_as_float(node1.x); direction.y = __int_as_float(node1.y); direction.z = __int_as_float(node1.z); direction = normalize(direction); if (stack_valid(out_normal_offset)) stack_store_float3(stack, out_normal_offset, direction); if (stack_valid(out_dot_offset)) stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal))); return offset; } CCL_NAMESPACE_END