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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.
*/
CCL_NAMESPACE_BEGIN
/* Checker */
ccl_device float svm_checker(float3 p)
{
/* avoid precision issues on unit coordinates */
p.x = (p.x + 0.000001f) * 0.999999f;
p.y = (p.y + 0.000001f) * 0.999999f;
p.z = (p.z + 0.000001f) * 0.999999f;
int xi = abs(float_to_int(floorf(p.x)));
int yi = abs(float_to_int(floorf(p.y)));
int zi = abs(float_to_int(floorf(p.z)));
return ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
}
ccl_device void svm_node_tex_checker(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint co_offset, color1_offset, color2_offset, scale_offset;
uint color_offset, fac_offset;
decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &scale_offset);
decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
float3 co = stack_load_float3(stack, co_offset);
float3 color1 = stack_load_float3(stack, color1_offset);
float3 color2 = stack_load_float3(stack, color2_offset);
float scale = stack_load_float_default(stack, scale_offset, node.w);
float f = svm_checker(co * scale);
if (stack_valid(color_offset))
stack_store_float3(stack, color_offset, (f == 1.0f) ? color1 : color2);
if (stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);
}
CCL_NAMESPACE_END
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