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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device_noinline void svm_node_camera(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint out_vector,
uint out_zdepth,
uint out_distance)
{
float distance;
float zdepth;
float3 vector;
Transform tfm = kernel_data.cam.worldtocamera;
vector = transform_point(&tfm, sd->P);
zdepth = vector.z;
distance = len(vector);
if (stack_valid(out_vector))
stack_store_float3(stack, out_vector, normalize(vector));
if (stack_valid(out_zdepth))
stack_store_float(stack, out_zdepth, zdepth);
if (stack_valid(out_distance))
stack_store_float(stack, out_distance, distance);
}
CCL_NAMESPACE_END
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