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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device float invert(float color, float factor)
{
return factor * (1.0f - color) + (1.0f - factor) * color;
}
ccl_device_noinline void svm_node_invert(ccl_private ShaderData *sd,
ccl_private float *stack,
uint in_fac,
uint in_color,
uint out_color)
{
float factor = stack_load_float(stack, in_fac);
float3 color = stack_load_float3(stack, in_color);
color.x = invert(color.x, factor);
color.y = invert(color.y, factor);
color.z = invert(color.z, factor);
if (stack_valid(out_color))
stack_store_float3(stack, out_color, color);
}
CCL_NAMESPACE_END
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