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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
float safe_divide(float a, float b)
{
return (b != 0.0) ? a / b : 0.0;
}
float smootherstep(float edge0, float edge1, float x)
{
float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0);
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
shader node_map_range(string range_type = "linear",
float Value = 1.0,
float FromMin = 0.0,
float FromMax = 1.0,
float ToMin = 0.0,
float ToMax = 1.0,
float Steps = 4.0,
output float Result = 0.0)
{
if (FromMax != FromMin) {
float Factor = Value;
if (range_type == "stepped") {
Factor = (Value - FromMin) / (FromMax - FromMin);
Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0;
}
else if (range_type == "smoothstep") {
Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) :
smoothstep(FromMin, FromMax, Value);
}
else if (range_type == "smootherstep") {
Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) :
smootherstep(FromMin, FromMax, Value);
}
else {
Factor = (Value - FromMin) / (FromMax - FromMin);
}
Result = ToMin + Factor * (ToMax - ToMin);
}
}
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