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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.
*/
#ifndef __SVM_HSV_H__
#define __SVM_HSV_H__
CCL_NAMESPACE_BEGIN
ccl_device void svm_node_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_color_offset, uint fac_offset, uint out_color_offset, int *offset)
{
/* read extra data */
uint4 node1 = read_node(kg, offset);
float fac = stack_load_float(stack, fac_offset);
float3 in_color = stack_load_float3(stack, in_color_offset);
float3 color = in_color;
float hue = stack_load_float(stack, node1.y);
float sat = stack_load_float(stack, node1.z);
float val = stack_load_float(stack, node1.w);
color = rgb_to_hsv(color);
/* remember: fmod doesn't work for negative numbers here */
color.x += hue + 0.5f;
color.x = fmodf(color.x, 1.0f);
color.y *= sat;
color.z *= val;
color = hsv_to_rgb(color);
color.x = fac*color.x + (1.0f - fac)*in_color.x;
color.y = fac*color.y + (1.0f - fac)*in_color.y;
color.z = fac*color.z + (1.0f - fac)*in_color.z;
/* Clamp color to prevent negative values cauzed by oversaturation. */
color.x = max(color.x, 0.0f);
color.y = max(color.y, 0.0f);
color.z = max(color.z, 0.0f);
if(stack_valid(out_color_offset))
stack_store_float3(stack, out_color_offset, color);
}
CCL_NAMESPACE_END
#endif /* __SVM_HSV_H__ */
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