2012-01-24 16:32:31 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2012-01-24 16:32:31 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2012-01-24 16:32:31 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2012-01-24 16:32:31 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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2012-01-24 16:32:31 +00:00
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*/
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CCL_NAMESPACE_BEGIN
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__device void svm_node_brightness(ShaderData *sd, float *stack, uint in_color, uint out_color, uint node)
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{
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uint bright_offset, contrast_offset;
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float3 color = stack_load_float3(stack, in_color);
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decode_node_uchar4(node, &bright_offset, &contrast_offset, NULL, NULL);
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float brightness = stack_load_float(stack, bright_offset);
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float contrast = stack_load_float(stack, contrast_offset);
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2012-02-08 17:09:30 +00:00
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float a = 1.0f + contrast;
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float b = brightness - contrast*0.5f;
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2012-01-24 16:32:31 +00:00
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2012-02-08 17:09:30 +00:00
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color.x = max(a*color.x + b, 0.0f);
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color.y = max(a*color.y + b, 0.0f);
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color.z = max(a*color.z + b, 0.0f);
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2012-01-24 16:32:31 +00:00
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if (stack_valid(out_color))
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stack_store_float3(stack, out_color, color);
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}
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CCL_NAMESPACE_END
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