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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#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 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 (type == "stepped") {
Factor = (Value - FromMin) / (FromMax - FromMin);
Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0;
}
else if (type == "smoothstep") {
Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) :
smoothstep(FromMin, FromMax, Value);
}
else if (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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