blender/intern/cycles/kernel/shaders/node_vector_curves.osl

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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
*/
#include "stdosl.h"
#include "oslutil.h"
float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component)
{
float f = clamp((at + 1.0) * 0.5, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);
/* clamp int as well in case of NaN */
int i = (int)f;
if (i < 0) i = 0;
if (i >= RAMP_TABLE_SIZE) i = RAMP_TABLE_SIZE - 1;
float t = f - (float)i;
float result = ramp[i][component];
if (t > 0.0)
result = (1.0 - t) * result + t * ramp[i + 1][component];
return result * 2.0 - 1.0;
}
shader node_vector_curves(
color ramp[RAMP_TABLE_SIZE] = {0.0},
vector VectorIn = vector(0.0, 0.0, 0.0),
float Fac = 0.0,
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
VectorOut[0] = ramp_lookup(ramp, VectorIn[0], 0);
VectorOut[1] = ramp_lookup(ramp, VectorIn[1], 1);
VectorOut[2] = ramp_lookup(ramp, VectorIn[2], 2);
VectorOut = mix(VectorIn, VectorOut, Fac);
}