/* * 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. */ CCL_NAMESPACE_BEGIN ccl_device void svm_node_camera(KernelGlobals *kg, ShaderData *sd, float *stack, uint out_vector, uint out_zdepth, uint out_distance) { float distance; float zdepth; float3 vector; Transform tfm = kernel_data.cam.worldtocamera; vector = transform_point(&tfm, sd->P); zdepth = vector.z; distance = len(vector); if(stack_valid(out_vector)) stack_store_float3(stack, out_vector, normalize(vector)); if(stack_valid(out_zdepth)) stack_store_float(stack, out_zdepth, zdepth); if(stack_valid(out_distance)) stack_store_float(stack, out_distance, distance); } CCL_NAMESPACE_END