/* SPDX-License-Identifier: BSD-3-Clause * * Adapted from Open Shading Language * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011-2022 Blender Foundation. */ #pragma once CCL_NAMESPACE_BEGIN /* Wavelength to RGB */ ccl_device_noinline void svm_node_wavelength(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint wavelength, uint color_out) { float lambda_nm = stack_load_float(stack, wavelength); float ii = (lambda_nm - 380.0f) * (1.0f / 5.0f); // scaled 0..80 int i = float_to_int(ii); float3 color; if (i < 0 || i >= 80) { color = make_float3(0.0f, 0.0f, 0.0f); } else { ii -= i; ccl_constant float *c = cie_colour_match[i]; color = interp(make_float3(c[0], c[1], c[2]), make_float3(c[3], c[4], c[5]), ii); } color = xyz_to_rgb(kg, color); color *= 1.0f / 2.52f; // Empirical scale from lg to make all comps <= 1 /* Clamp to zero if values are smaller */ color = max(color, make_float3(0.0f, 0.0f, 0.0f)); stack_store_float3(stack, color_out, color); } CCL_NAMESPACE_END