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Searched refs:make_float3 (Results 1 – 25 of 276) sorted by relevance

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/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testshade/cuda/
H A Doptix_grid_renderer.cu51 sg.I = make_float3(0,0,1); in raygen()
52 sg.N = make_float3(0,0,1); in raygen()
53 sg.Ng = make_float3(0,0,1); in raygen()
54 sg.P = make_float3(d.x, d.y, 0); in raygen()
64 sg.dPdu = make_float3(d.x, 0, 0); in raygen()
65 sg.dPdv = make_float3(0, d.y, 0); in raygen()
143 sg.I = make_float3(0,0,1); in __raygen__()
144 sg.N = make_float3(0,0,1); in __raygen__()
145 sg.Ng = make_float3(0,0,1); in __raygen__()
156 sg.dPdu = make_float3(d.x, 0, 0); in __raygen__()
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/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testshade/cuda/
H A Doptix_grid_renderer.cu51 sg.I = make_float3(0,0,1); in raygen()
52 sg.N = make_float3(0,0,1); in raygen()
53 sg.Ng = make_float3(0,0,1); in raygen()
54 sg.P = make_float3(d.x, d.y, 0); in raygen()
64 sg.dPdu = make_float3(d.x, 0, 0); in raygen()
65 sg.dPdv = make_float3(0, d.y, 0); in raygen()
143 sg.I = make_float3(0,0,1); in __raygen__()
144 sg.N = make_float3(0,0,1); in __raygen__()
145 sg.Ng = make_float3(0,0,1); in __raygen__()
156 sg.dPdu = make_float3(d.x, 0, 0); in __raygen__()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/
H A Dkernel_accumulate.h35 eval->diffuse = make_float3(0.0f, 0.0f, 0.0f); in bsdf_eval_init()
36 eval->glossy = make_float3(0.0f, 0.0f, 0.0f); in bsdf_eval_init()
39 eval->volume = make_float3(0.0f, 0.0f, 0.0f); in bsdf_eval_init()
177 L->indirect = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_init()
195 L->emission = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_init()
197 L->ao = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_init()
198 L->shadow = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_init()
211 L->emission = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_init()
645 L_sum = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_clamp_and_sum()
671 L_sum = make_float3(0.0f, 0.0f, 0.0f); in path_radiance_clamp_and_sum()
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H A Dkernel_camera.h51 float3 raster = make_float3(raster_x, raster_y, 0.0f); in camera_sample_perspective()
74 float3 P = make_float3(0.0f, 0.0f, 0.0f); in camera_sample_perspective()
89 P = make_float3(lensuv.x, lensuv.y, 0.0f); in camera_sample_perspective()
142 make_float3(raster_x + 1.0f, raster_y, 0.0f)); in camera_sample_perspective()
151 make_float3(raster_x, raster_y + 1.0f, 0.0f)); in camera_sample_perspective()
186 float3 D = make_float3(0.0f, 0.0f, 1.0f); in camera_sample_orthographic()
199 float3 lensuvw = make_float3(lensuv.x, lensuv.y, 0.0f); in camera_sample_orthographic()
253 float3 P = make_float3(0.0f, 0.0f, 0.0f); in camera_sample_panorama()
275 U = normalize(make_float3(1.0f, 0.0f, 0.0f) - Dfocus.x * Dfocus); in camera_sample_panorama()
432 return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w); in camera_position()
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H A Dkernel_shader.h422 sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_background()
423 sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_background()
469 sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_volume()
470 sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_volume()
834 return make_float3(1.0f, 1.0f, 1.0f); in shader_bsdf_transparency()
840 return make_float3(0.0f, 0.0f, 0.0f); in shader_bsdf_transparency()
915 float3 N = make_float3(0.0f, 0.0f, 0.0f); in shader_bsdf_average_normal()
929 float3 N = make_float3(0.0f, 0.0f, 0.0f); in shader_bsdf_ao()
949 float3 N = make_float3(0.0f, 0.0f, 0.0f); in shader_bssrdf_sum()
1002 return make_float3(0.0f, 0.0f, 0.0f); in shader_background_eval()
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/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/
H A Dbox.cu28 float3 normal_pos = make_float3(t == t0.x ? 1 : 0, t == t0.y ? 1 : 0, t == t0.z ? 1 : 0); in box_normal()
29 float3 normal_neg = make_float3(t == t1.x ? 1 : 0, t == t1.y ? 1 : 0, t == t1.z ? 1 : 0); in box_normal()
40 float3 t0 = (make_float3(-.5f) - ray_orig) / ray_dir; in __intersection__box_intersect()
41 float3 t1 = (make_float3(.5f) - ray_orig) / ray_dir; in __intersection__box_intersect()
50 float3 p = make_float3(0); in __intersection__box_intersect()
60 tangent_vector = make_float3(0, 1, 0); in __intersection__box_intersect()
63 tangent_vector = make_float3(1, 0, 0); in __intersection__box_intersect()
66 tangent_vector = make_float3(1, 0, 0); in __intersection__box_intersect()
84 tangent_vector = make_float3(0, 1, 0); in __intersection__box_intersect()
87 tangent_vector = make_float3(1, 0, 0); in __intersection__box_intersect()
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H A Dmaterial_shaders.cu90 tangent = make_float3(0.f); in GetTriangleData()
155 float3 refracted_color = make_float3(0); in CameraShader()
189 float3 reflected_color = make_float3(0.0f); in CameraShader()
224 float3 F = make_float3(0.0f); in CameraShader()
257 … (make_float3(NdV) + make_float3(Dot(world_normal, make_float3(0, 0, 1)) * .5f + .5f)) * in CameraShader()
275 float3 F = make_float3(0.0f); in CameraShader()
295 …ontrib_to_pixel = clamp(next_contrib_to_pixel / (4 * CUDART_PI_F), make_float3(0), make_float3(1)); in CameraShader()
328 float3 gi_reflection_color = make_float3(0); in CameraShader()
341 F = make_float3(0.0f); in CameraShader()
365 F = clamp(F, make_float3(0), make_float3(1)); in CameraShader()
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H A Ddevice_utils.h98 prd.color = make_float3(0.f, 0.f, 0.f); in default_camera_prd()
99 prd.contrib_to_pixel = make_float3(1.f, 1.f, 1.f); in default_camera_prd()
103 prd.albedo = make_float3(0.f, 0.f, 0.f); in default_camera_prd()
104 prd.normal = make_float3(0.f, 0.f, 0.f); in default_camera_prd()
141 return make_float3(a.x + b.x, a.y + b.y, a.z + b.z);
153 return make_float3(-a.x, -a.y, -a.z);
231 return make_float3(a, a, a); in make_float3()
235 return make_float3(a.x, a.y, a.z); in make_float3()
245 return make_float3(a * v.x, a * v.y, a * v.z);
249 return make_float3(a * v.x, a * v.y, a * v.z);
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H A Dcylinder.cu34 float3 shading_normal = make_float3(0, 1, 0); in check_ends()
35 float3 tangent_vector = make_float3(-1, 0, 0); in check_ends()
51 float3 shading_normal = make_float3(0, 1, 0); in check_ends()
52 float3 tangent_vector = make_float3(1, 0, 0); in check_ends()
88 float3 shading_normal = p_near - make_float3(0, p_near.y, 0); in __intersection__cylinder_intersect()
89 float3 tangent_vector = make_float3(p_near.z, 0, -p_near.x); in __intersection__cylinder_intersect()
102 float3 shading_normal = p_far - make_float3(0, p_far.y, 0); in __intersection__cylinder_intersect()
103 float3 tangent_vector = make_float3(p_far.z, 0, -p_far.x); in __intersection__cylinder_intersect()
/dports/graphics/blender/blender-2.91.0/intern/cycles/render/
H A Dcamera.cpp182 dx = make_float3(0.0f, 0.0f, 0.0f); in Camera()
183 dy = make_float3(0.0f, 0.0f, 0.0f); in Camera()
304 dx = make_float3(0.0f, 0.0f, 0.0f); in update()
305 dy = make_float3(0.0f, 0.0f, 0.0f); in update()
317 frustum_top_normal = normalize(make_float3(0.0f, v.z, -v.y)); in update()
577 P = make_float3(0.0f, 0.0f, 0.0f); in transform_raster_to_world()
588 D = make_float3(0.0f, 0.0f, 1.0f); in transform_raster_to_world()
613 bounds.grow(make_float3( in viewplane_bounds_get()
616 bounds.grow(make_float3( in viewplane_bounds_get()
619 bounds.grow(make_float3( in viewplane_bounds_get()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/util/
H A Dutil_color.h124 return make_float3(h, s, v); in rgb_to_hsv()
143 rgb = make_float3(f, f, f); in hsv_to_rgb()
149 rgb = make_float3(v, t, p); in hsv_to_rgb()
151 rgb = make_float3(q, v, p); in hsv_to_rgb()
153 rgb = make_float3(p, v, t); in hsv_to_rgb()
155 rgb = make_float3(p, q, v); in hsv_to_rgb()
157 rgb = make_float3(t, p, v); in hsv_to_rgb()
162 rgb = make_float3(v, v, v); in hsv_to_rgb()
182 return make_float3(X, Y, Z); in xyY_to_xyz()
247 return make_float3( in color_srgb_to_linear_v3()
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H A Dutil_math_float3.h100 return make_float3(-a.x, -a.y, -a.z);
109 return make_float3(a.x * b.x, a.y * b.y, a.z * b.z);
118 return make_float3(a.x * f, a.y * f, a.z * f);
127 return make_float3(a.x * f, a.y * f, a.z * f);
136 return make_float3(f / a.x, f / a.y, f / a.z);
151 return make_float3(a.x / b.x, a.y / b.y, a.z / b.z);
157 return a + make_float3(f, f, f);
165 return make_float3(a.x + b.x, a.y + b.y, a.z + b.z);
171 return a - make_float3(f, f, f);
179 return make_float3(a.x - b.x, a.y - b.y, a.z - b.z);
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/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/
H A Dsphere.cu64 dPdu = make_float3 (0.0f, 0.0f, 1.0f); in calc_uv()
65 dPdv = make_float3 (1.0f, 0.0f, 0.0f); in calc_uv()
67 dPdu = make_float3 ( 0.0f, 0.0f, 1.0f); in calc_uv()
68 dPdv = make_float3 (-1.0f, 0.0f, 0.0f); in calc_uv()
78 float3 c = make_float3(sphere); in intersect()
109 const float3 center = make_float3(sphere); in bounds()
110 const float3 radius = make_float3(sphere.w); in bounds()
147 dPdu = make_float3 (-TWOPI * nx, in calc_uv()
150 dPdv = make_float3 (-PI * nz * inv * ny, in calc_uv()
156 dPdu = make_float3 (0.0f, 0.0f, 1.0f); in calc_uv()
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/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/
H A Dsphere.cu64 dPdu = make_float3 (0.0f, 0.0f, 1.0f); in calc_uv()
65 dPdv = make_float3 (1.0f, 0.0f, 0.0f); in calc_uv()
67 dPdu = make_float3 ( 0.0f, 0.0f, 1.0f); in calc_uv()
68 dPdv = make_float3 (-1.0f, 0.0f, 0.0f); in calc_uv()
78 float3 c = make_float3(sphere); in intersect()
109 const float3 center = make_float3(sphere); in bounds()
110 const float3 radius = make_float3(sphere.w); in bounds()
147 dPdu = make_float3 (-TWOPI * nx, in calc_uv()
150 dPdv = make_float3 (-PI * nz * inv * ny, in calc_uv()
156 dPdu = make_float3 (0.0f, 0.0f, 1.0f); in calc_uv()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/test/
H A Drender_graph_finalize_test.cpp245 .set("Color", make_float3(0.8f, 0.8f, 0.8f))) in TEST_F()
262 .set("Color", make_float3(0.0f, 0.0f, 0.0f))) in TEST_F()
290 .set("Color", make_float3(0.0f, 0.0f, 0.0f))) in TEST_F()
1311 init_test_curve(curve, make_float3(0.0f, 0.25f, 1.0f), make_float3(1.0f, 0.75f, 0.0f), 257); in TEST_F()
1335 init_test_curve(curve, make_float3(0.0f, 0.25f, 1.0f), make_float3(1.0f, 0.75f, 0.0f), 257); in TEST_F()
1359 init_test_curve(curve, make_float3(0.0f, 0.25f, 1.0f), make_float3(1.0f, 0.75f, 0.0f), 257); in TEST_F()
1383 init_test_curve(curve, make_float3(0.0f, 0.25f, 1.0f), make_float3(1.0f, 0.75f, 0.0f), 257); in TEST_F()
1407 init_test_curve(curve, make_float3(0.0f, 0.25f, 1.0f), make_float3(1.0f, 0.75f, 0.0f), 257); in TEST_F()
1433 init_test_curve(curve, make_float3(0.0f, 0.25f, 0.5f), make_float3(0.25f, 0.5f, 0.75f), 9); in TEST_F()
1462 init_test_curve(curve, make_float3(0.0f, 0.25f, 0.5f), make_float3(0.25f, 0.5f, 0.75f), 9); in TEST_F()
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/dports/graphics/blender/blender-2.91.0/intern/sky/source/
H A Dsky_nishita.cpp87 return make_float3(cosf(lat) * cosf(lon), cosf(lat) * sinf(lon), sinf(lat)); in geographical_to_direction()
92 float3 xyz = make_float3(0.0f, 0.0f, 0.0f); in spec_to_xyz()
152 return make_float3(pos.x + dir.x * t, pos.y + dir.y * t, pos.z + dir.z * t); in atmosphere_intersection()
170 float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f); in ray_optical_depth()
180 float3 density = make_float3( in ray_optical_depth()
212 float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f); in single_scattering()
221 float3 phase_function = make_float3(phase_rayleigh(mu), phase_mie(mu), 0.0f); in single_scattering()
222 float3 density_scale = make_float3(air_density, dust_density, ozone_density); in single_scattering()
232 float3 density = density_scale * make_float3(density_rayleigh(height), in single_scattering()
289 float3 cam_pos = make_float3(0, 0, earth_radius + altitude); in SKY_nishita_skymodel_precompute_texture()
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/dports/math/vtk8/VTK-8.2.0/Rendering/OptiX/CUDA/
H A DPhong.cu75 return make_float3(cosPhi * sinTheta, in cartesianCoords()
92 float3 tan0 = make_float3( 0.0f, N.z, -N.y ); in buildFrame()
93 float3 tan1 = make_float3( -N.z, 0.0f, N.x ); in buildFrame()
111 Kdiffuse = make_float3(temp.x, temp.y, temp.z); in LambertianClosestHit()
123 float3 color = make_float3( 0.0f ); in LambertianClosestHit()
146 float3 light_attenuation = make_float3( 1.0f ); in LambertianClosestHit()
155 shadow_prd.occlusion = make_float3( 1.0f ); in LambertianClosestHit()
195 float3 attenuation = make_float3(0.0f); in LambertianClosestHit()
209 ambient_prd.occlusion = make_float3( 1.0f ); in LambertianClosestHit()
235 shadow_prd.occlusion = make_float3( 0.0f ); in LambertianAnyHit()
H A DSphere.cu51 const float3 center = make_float3( sphereAndRadius.x, sphereAndRadius.y, sphereAndRadius.z ); in intersect_sphere()
99 irec.VertexColor = make_float3(1.0f, 1.0f, 1.0f); in intersect_sphere()
104 irec.VertexColor = make_float3(vertexColor.x, vertexColor.y, vertexColor.z); in intersect_sphere()
125 irec.VertexColor = make_float3(1.0f, 1.0f, 1.0f); in intersect_sphere()
130 irec.VertexColor = make_float3(vertexColor.x, vertexColor.y, vertexColor.z); in intersect_sphere()
153 const float3 center = make_float3( sphereAndRadius.x, sphereAndRadius.y, sphereAndRadius.z ); in SphereBounds()
154 const float3 radius = make_float3( sphereAndRadius.w * sphere_radius ); in SphereBounds()
H A DCylinder.cu54 float3 pos0 = make_float3(posAndRadius0.x, posAndRadius0.y, posAndRadius0.z); in intersect_cylinder()
55 float3 pos1 = make_float3(posAndRadius1.x, posAndRadius1.y, posAndRadius1.z); in intersect_cylinder()
106 irec.VertexColor = make_float3(1.0f, 1.0f, 1.0f); in intersect_cylinder()
111 irec.VertexColor = make_float3(vertexColor.x, vertexColor.y, vertexColor.z); in intersect_cylinder()
139 irec.VertexColor = make_float3(1.0f, 1.0f, 1.0f); in intersect_cylinder()
145 irec.VertexColor = make_float3(vertexColor.x, vertexColor.y, vertexColor.z); in intersect_cylinder()
170 float3 pos0 = make_float3(posAndRadius0.x, posAndRadius0.y, posAndRadius0.z); in CylinderBounds()
171 float3 pos1 = make_float3(posAndRadius1.x, posAndRadius1.y, posAndRadius1.z); in CylinderBounds()
/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/3rd-party/nvtt/nvtt/cuda/
H A DCudaMath.h34 return make_float3(a.x*b.x, a.y*b.y, a.z*b.z);
39 return make_float3(v.x*f, v.y*f, v.z*f);
44 return make_float3(v.x*f, v.y*f, v.z*f);
49 return make_float3(a.x+b.x, a.y+b.y, a.z+b.z);
61 return make_float3(a.x-b.x, a.y-b.y, a.z-b.z);
119 return make_float3(v.x * len, v.y * len, v.z * len); in normalize()
131 float3 row0 = make_float3(matrix[0], matrix[1], matrix[2]); in firstEigenVector()
132 float3 row1 = make_float3(matrix[1], matrix[3], matrix[4]); in firstEigenVector()
133 float3 row2 = make_float3(matrix[2], matrix[4], matrix[5]); in firstEigenVector()
152 v = make_float3(x*iv, y*iv, z*iv); in firstEigenVector()
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/dports/games/0ad/0ad-0.0.23b-alpha/libraries/source/nvtt/src/src/nvtt/cuda/
H A DCudaMath.h34 return make_float3(a.x*b.x, a.y*b.y, a.z*b.z);
39 return make_float3(v.x*f, v.y*f, v.z*f);
44 return make_float3(v.x*f, v.y*f, v.z*f);
49 return make_float3(a.x+b.x, a.y+b.y, a.z+b.z);
61 return make_float3(a.x-b.x, a.y-b.y, a.z-b.z);
119 return make_float3(v.x * len, v.y * len, v.z * len); in normalize()
131 float3 row0 = make_float3(matrix[0], matrix[1], matrix[2]); in firstEigenVector()
132 float3 row1 = make_float3(matrix[1], matrix[3], matrix[4]); in firstEigenVector()
133 float3 row2 = make_float3(matrix[2], matrix[4], matrix[5]); in firstEigenVector()
152 v = make_float3(x*iv, y*iv, z*iv); in firstEigenVector()
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/dports/graphics/nvidia-texture-tools/nvidia-texture-tools-2.0.8/src/nvtt/cuda/
H A DCudaMath.h34 return make_float3(a.x*b.x, a.y*b.y, a.z*b.z);
39 return make_float3(v.x*f, v.y*f, v.z*f);
44 return make_float3(v.x*f, v.y*f, v.z*f);
49 return make_float3(a.x+b.x, a.y+b.y, a.z+b.z);
61 return make_float3(a.x-b.x, a.y-b.y, a.z-b.z);
119 return make_float3(v.x * len, v.y * len, v.z * len); in normalize()
131 float3 row0 = make_float3(matrix[0], matrix[1], matrix[2]); in firstEigenVector()
132 float3 row1 = make_float3(matrix[1], matrix[3], matrix[4]); in firstEigenVector()
133 float3 row2 = make_float3(matrix[2], matrix[4], matrix[5]); in firstEigenVector()
152 v = make_float3(x*iv, y*iv, z*iv); in firstEigenVector()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/svm/
H A Dsvm_math_util.h74 *vector = make_float3(safe_modulo(a.x, b.x), safe_modulo(a.y, b.y), safe_modulo(a.z, b.z)); in svm_vector_math()
77 *vector = make_float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z)); in svm_vector_math()
92 *vector = make_float3(sinf(a.x), sinf(a.y), sinf(a.z)); in svm_vector_math()
95 *vector = make_float3(cosf(a.x), cosf(a.y), cosf(a.z)); in svm_vector_math()
98 *vector = make_float3(tanf(a.x), tanf(a.y), tanf(a.z)); in svm_vector_math()
101 *vector = make_float3(0.0f, 0.0f, 0.0f); in svm_vector_math()
232 return make_float3(0.826270103f, 0.994478524f, 1.56626022f); in svm_math_blackbody_color()
236 return make_float3(4.70366907f, 0.0f, 0.0f); in svm_math_blackbody_color()
249 return make_float3(r[0] * t_inv + r[1] * t + r[2], in svm_math_blackbody_color()
257 return make_float3(1.0f, 1.0f, 1.0f); in svm_math_gamma_color()
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/closure/
H A Dbsdf_microfacet_multi.h118 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glossy()
122 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glossy()
128 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glossy()
136 return make_float3(phase, phase, phase); in mf_eval_phase_glossy()
164 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glass()
171 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glass()
183 return make_float3(0.0f, 0.0f, 0.0f); in mf_eval_phase_glass()
190 return make_float3(v, v, v); in mf_eval_phase_glass()
425 return make_float3(0.0f, 0.0f, 0.0f); in bsdf_microfacet_multi_ggx_eval_transmit()
437 return make_float3(0.0f, 0.0f, 0.0f); in bsdf_microfacet_multi_ggx_eval_reflect()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/
H A Dgeom_primitive.h150 *dx = make_float3(0.0f, 0.0f, 0.0f); in primitive_attribute_float3()
152 *dy = make_float3(0.0f, 0.0f, 0.0f); in primitive_attribute_float3()
158 *dx = make_float3(0.0f, 0.0f, 0.0f); in primitive_attribute_float3()
160 *dy = make_float3(0.0f, 0.0f, 0.0f); in primitive_attribute_float3()
161 return make_float3(0.0f, 0.0f, 0.0f); in primitive_attribute_float3()
239 return make_float3(0.0f, 0.0f, 0.0f); in primitive_surface_attribute_float3()
252 return make_float3(0.0f, 0.0f, 0.0f); in primitive_volume_attribute_float3()
264 return make_float3(0.0f, 0.0f, 0.0f); in primitive_uv()
267 return make_float3(uv.x, uv.y, 1.0f); in primitive_uv()
299 return make_float3(0.0f, 0.0f, 0.0f); in primitive_tangent()
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