
An alpha component can be specified for an object's color. This adds an alpha socket to the object info shader node allowing for the alpha component of the object's color to be accessed in the shader editor. Differential Revision: https://developer.blender.org/D14141
269 lines
7.7 KiB
C
269 lines
7.7 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Geometry Node */
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ccl_device_noinline void svm_node_geometry(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = sd->P;
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break;
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case NODE_GEOM_N:
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data = sd->N;
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break;
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#ifdef __DPDU__
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case NODE_GEOM_T:
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data = primitive_tangent(kg, sd);
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break;
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#endif
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case NODE_GEOM_I:
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data = sd->I;
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break;
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case NODE_GEOM_Ng:
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data = sd->Ng;
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break;
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case NODE_GEOM_uv:
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data = make_float3(sd->u, sd->v, 0.0f);
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break;
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default:
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data = make_float3(0.0f, 0.0f, 0.0f);
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}
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stack_store_float3(stack, out_offset, data);
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}
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ccl_device_noinline void svm_node_geometry_bump_dx(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = sd->P + sd->dP.dx;
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break;
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case NODE_GEOM_uv:
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data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f);
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break;
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default:
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svm_node_geometry(kg, sd, stack, type, out_offset);
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return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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ccl_device_noinline void svm_node_geometry_bump_dy(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = sd->P + sd->dP.dy;
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break;
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case NODE_GEOM_uv:
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data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f);
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break;
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default:
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svm_node_geometry(kg, sd, stack, type, out_offset);
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return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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/* Object Info */
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ccl_device_noinline void svm_node_object_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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float data;
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switch (type) {
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case NODE_INFO_OB_LOCATION: {
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stack_store_float3(stack, out_offset, object_location(kg, sd));
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return;
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}
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case NODE_INFO_OB_COLOR: {
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stack_store_float3(stack, out_offset, object_color(kg, sd->object));
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return;
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}
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case NODE_INFO_OB_ALPHA:
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data = object_alpha(kg, sd->object);
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break;
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case NODE_INFO_OB_INDEX:
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data = object_pass_id(kg, sd->object);
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break;
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case NODE_INFO_MAT_INDEX:
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data = shader_pass_id(kg, sd);
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break;
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case NODE_INFO_OB_RANDOM: {
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if (sd->lamp != LAMP_NONE) {
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data = lamp_random_number(kg, sd->lamp);
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}
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else {
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data = object_random_number(kg, sd->object);
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}
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break;
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}
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default:
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data = 0.0f;
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break;
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}
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stack_store_float(stack, out_offset, data);
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}
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/* Particle Info */
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ccl_device_noinline void svm_node_particle_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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switch (type) {
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case NODE_INFO_PAR_INDEX: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_index(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_RANDOM: {
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int particle_id = object_particle_id(kg, sd->object);
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float random = hash_uint2_to_float(particle_index(kg, particle_id), 0);
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stack_store_float(stack, out_offset, random);
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break;
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}
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case NODE_INFO_PAR_AGE: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_age(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LIFETIME: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_lifetime(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LOCATION: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_location(kg, particle_id));
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break;
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}
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#if 0 /* XXX float4 currently not supported in SVM stack */
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case NODE_INFO_PAR_ROTATION: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float4(stack, out_offset, particle_rotation(kg, particle_id));
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break;
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}
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#endif
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case NODE_INFO_PAR_SIZE: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_size(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_VELOCITY: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_velocity(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_ANGULAR_VELOCITY: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_angular_velocity(kg, particle_id));
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break;
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}
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}
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}
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#ifdef __HAIR__
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/* Hair Info */
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ccl_device_noinline void svm_node_hair_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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float data;
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float3 data3;
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switch (type) {
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case NODE_INFO_CURVE_IS_STRAND: {
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data = (sd->type & PRIMITIVE_CURVE) != 0;
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stack_store_float(stack, out_offset, data);
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break;
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}
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case NODE_INFO_CURVE_INTERCEPT:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_LENGTH:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_RANDOM:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_THICKNESS: {
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data = curve_thickness(kg, sd);
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stack_store_float(stack, out_offset, data);
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break;
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}
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case NODE_INFO_CURVE_TANGENT_NORMAL: {
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data3 = curve_tangent_normal(kg, sd);
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stack_store_float3(stack, out_offset, data3);
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break;
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}
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}
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}
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#endif
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#ifdef __POINTCLOUD__
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/* Point Info */
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ccl_device_noinline void svm_node_point_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint out_offset)
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{
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switch (type) {
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case NODE_INFO_POINT_POSITION:
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stack_store_float3(stack, out_offset, point_position(kg, sd));
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break;
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case NODE_INFO_POINT_RADIUS:
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stack_store_float(stack, out_offset, point_radius(kg, sd));
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break;
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case NODE_INFO_POINT_RANDOM:
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break; /* handled as attribute */
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}
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}
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#endif
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CCL_NAMESPACE_END
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