/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN __device void svm_node_brightness(ShaderData *sd, float *stack, uint in_color, uint out_color, uint node) { uint bright_offset, contrast_offset; float3 color = stack_load_float3(stack, in_color); decode_node_uchar4(node, &bright_offset, &contrast_offset, NULL, NULL); float brightness = stack_load_float(stack, bright_offset); float contrast = stack_load_float(stack, contrast_offset); float a = 1.0f + contrast; float b = brightness - contrast*0.5f; color.x = max(a*color.x + b, 0.0f); color.y = max(a*color.y + b, 0.0f); color.z = max(a*color.z + b, 0.0f); if (stack_valid(out_color)) stack_store_float3(stack, out_color, color); } CCL_NAMESPACE_END