/* * 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 float invert(float color, float factor) { return factor*(1.0f - color) + (1.0f - factor) * color; } __device void svm_node_invert(ShaderData *sd, 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