
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
49 lines
1.6 KiB
C
49 lines
1.6 KiB
C
/* SPDX-License-Identifier: Apache-2.0
|
|
* Copyright 2011-2022 Blender Foundation */
|
|
|
|
#pragma once
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
ccl_device_noinline void svm_node_hsv(KernelGlobals kg,
|
|
ccl_private ShaderData *sd,
|
|
ccl_private float *stack,
|
|
uint4 node)
|
|
{
|
|
uint in_color_offset, fac_offset, out_color_offset;
|
|
uint hue_offset, sat_offset, val_offset;
|
|
svm_unpack_node_uchar3(node.y, &in_color_offset, &fac_offset, &out_color_offset);
|
|
svm_unpack_node_uchar3(node.z, &hue_offset, &sat_offset, &val_offset);
|
|
|
|
float fac = stack_load_float(stack, fac_offset);
|
|
float3 in_color = stack_load_float3(stack, in_color_offset);
|
|
float3 color = in_color;
|
|
|
|
float hue = stack_load_float(stack, hue_offset);
|
|
float sat = stack_load_float(stack, sat_offset);
|
|
float val = stack_load_float(stack, val_offset);
|
|
|
|
color = rgb_to_hsv(color);
|
|
|
|
/* Remember: `fmodf` doesn't work for negative numbers here. */
|
|
color.x = fmodf(color.x + hue + 0.5f, 1.0f);
|
|
color.y = saturatef(color.y * sat);
|
|
color.z *= val;
|
|
|
|
color = hsv_to_rgb(color);
|
|
|
|
color.x = fac * color.x + (1.0f - fac) * in_color.x;
|
|
color.y = fac * color.y + (1.0f - fac) * in_color.y;
|
|
color.z = fac * color.z + (1.0f - fac) * in_color.z;
|
|
|
|
/* Clamp color to prevent negative values caused by over saturation. */
|
|
color.x = max(color.x, 0.0f);
|
|
color.y = max(color.y, 0.0f);
|
|
color.z = max(color.z, 0.0f);
|
|
|
|
if (stack_valid(out_color_offset))
|
|
stack_store_float3(stack, out_color_offset, color);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|