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Searched refs:TO_FLOAT3 (Results 1 – 5 of 5) sorted by relevance

/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/osl/
H A Dosl_shader.cpp150 flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight); in flatten_surface_closure_tree()
165 weight = weight * TO_FLOAT3(comp->w); in flatten_surface_closure_tree()
254 flatten_background_closure_tree(sd, mul->closure, weight * TO_FLOAT3(mul->weight)); in flatten_background_closure_tree()
270 weight = weight * TO_FLOAT3(comp->w); in flatten_background_closure_tree()
311 flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight); in flatten_volume_closure_tree()
326 weight = weight * TO_FLOAT3(comp->w); in flatten_volume_closure_tree()
375 sd->P = TO_FLOAT3(globals->P); in eval_displacement()
H A Dbsdf_diffuse_ramp.cpp66 bsdf->colors[i] = TO_FLOAT3(colors[i]); in setup()
H A Dbsdf_phong_ramp.cpp65 bsdf->colors[i] = TO_FLOAT3(colors[i]); in setup()
H A Dosl_services.cpp1456 ray.P = TO_FLOAT3(P); in trace()
1457 ray.D = TO_FLOAT3(R); in trace()
1474 ray.dP.dx = TO_FLOAT3(dPdx); in trace()
1475 ray.dP.dy = TO_FLOAT3(dPdy); in trace()
1476 ray.dD.dx = TO_FLOAT3(dRdx); in trace()
1477 ray.dD.dy = TO_FLOAT3(dRdy); in trace()
H A Dosl_closures.h110 #define TO_FLOAT3(v) make_float3(v[0], v[1], v[2]) macro