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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
__device void svm_node_normal(KernelGlobals *kg, ShaderData *sd, 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)));
}
CCL_NAMESPACE_END
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