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/*
* Copyright 2013, 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_combine_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint hue_in, uint saturation_in, uint value_in, int *offset)
{
uint4 node1 = read_node(kg, offset);
uint color_out = node1.y;
float hue = stack_load_float(stack, hue_in);
float saturation = stack_load_float(stack, saturation_in);
float value = stack_load_float(stack, value_in);
/* Combine, and convert back to RGB */
float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
if (stack_valid(color_out))
stack_store_float3(stack, color_out, color);
}
__device void svm_node_separate_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint color_in, uint hue_out, uint saturation_out, int *offset)
{
uint4 node1 = read_node(kg, offset);
uint value_out = node1.y;
float3 color = stack_load_float3(stack, color_in);
/* Convert to HSV */
color = rgb_to_hsv(color);
if (stack_valid(hue_out))
stack_store_float(stack, hue_out, color.x);
if (stack_valid(saturation_out))
stack_store_float(stack, saturation_out, color.y);
if (stack_valid(value_out))
stack_store_float(stack, value_out, color.z);
}
CCL_NAMESPACE_END
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