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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;
}
point safe_divide(point a, point b)
{
return point(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z));
}
shader node_vector_map_range(string range_type = "linear",
int use_clamp = 0,
point VectorIn = point(1.0, 1.0, 1.0),
point From_Min_FLOAT3 = point(0.0, 0.0, 0.0),
point From_Max_FLOAT3 = point(1.0, 1.0, 1.0),
point To_Min_FLOAT3 = point(0.0, 0.0, 0.0),
point To_Max_FLOAT3 = point(1.0, 1.0, 1.0),
point Steps_FLOAT3 = point(4.0, 4.0, 4.0),
output point VectorOut = point(0.0, 0.0, 0.0))
{
point factor = VectorIn;
point from_min = From_Min_FLOAT3;
point from_max = From_Max_FLOAT3;
point to_min = To_Min_FLOAT3;
point to_max = To_Max_FLOAT3;
point steps = Steps_FLOAT3;
if (range_type == "stepped") {
factor = safe_divide((factor - from_min), (from_max - from_min));
factor = point((steps.x > 0.0) ? floor(factor.x * (steps.x + 1.0)) / steps.x : 0.0,
(steps.y > 0.0) ? floor(factor.y * (steps.y + 1.0)) / steps.y : 0.0,
(steps.z > 0.0) ? floor(factor.z * (steps.z + 1.0)) / steps.z : 0.0);
}
else if (range_type == "smoothstep") {
factor = safe_divide((factor - from_min), (from_max - from_min));
factor = clamp(factor, 0.0, 1.0);
factor = (3.0 - 2.0 * factor) * (factor * factor);
}
else if (range_type == "smootherstep") {
factor = safe_divide((factor - from_min), (from_max - from_min));
factor = clamp(factor, 0.0, 1.0);
factor = factor * factor * factor * (factor * (factor * 6.0 - 15.0) + 10.0);
}
else {
factor = safe_divide((factor - from_min), (from_max - from_min));
}
VectorOut = to_min + factor * (to_max - to_min);
if (use_clamp > 0) {
VectorOut.x = (to_min.x > to_max.x) ? clamp(VectorOut.x, to_max.x, to_min.x) :
clamp(VectorOut.x, to_min.x, to_max.x);
VectorOut.y = (to_min.y > to_max.y) ? clamp(VectorOut.y, to_max.y, to_min.y) :
clamp(VectorOut.y, to_min.y, to_max.y);
VectorOut.z = (to_min.z > to_max.z) ? clamp(VectorOut.z, to_max.z, to_min.z) :
clamp(VectorOut.z, to_min.z, to_max.z);
}
}
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