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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.
 */

#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