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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_noinline int svm_node_normal(KernelGlobals kg,
                                        ccl_private ShaderData *sd,
                                        ccl_private float *stack,
                                        uint in_normal_offset,
                                        uint out_normal_offset,
                                        uint out_dot_offset,
                                        int offset)
{
  /* read extra data */
  uint4 node1 = read_node(kg, &offset);
  float3 normal = stack_load_float3(stack, in_normal_offset);

  float3 direction;
  direction.x = __int_as_float(node1.x);
  direction.y = __int_as_float(node1.y);
  direction.z = __int_as_float(node1.z);
  direction = normalize(direction);

  if (stack_valid(out_normal_offset))
    stack_store_float3(stack, out_normal_offset, direction);

  if (stack_valid(out_dot_offset))
    stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
  return offset;
}

CCL_NAMESPACE_END