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/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#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