/* * 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_normal(KernelGlobals *kg, ShaderData *sd, 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))); } CCL_NAMESPACE_END