/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testshade/cuda/ |
H A D | optix_grid_renderer.cu | 51 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__() [all …]
|
/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testshade/cuda/ |
H A D | optix_grid_renderer.cu | 51 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__() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/ |
H A D | kernel_accumulate.h | 35 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() [all …]
|
H A D | kernel_camera.h | 51 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() [all …]
|
H A D | kernel_shader.h | 422 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() [all …]
|
/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/ |
H A D | box.cu | 28 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() [all …]
|
H A D | material_shaders.cu | 90 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() [all …]
|
H A D | device_utils.h | 98 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); [all …]
|
H A D | cylinder.cu | 34 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 D | camera.cpp | 182 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() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/cycles/util/ |
H A D | util_color.h | 124 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() [all …]
|
H A D | util_math_float3.h | 100 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); [all …]
|
/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/ |
H A D | sphere.cu | 64 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() [all …]
|
/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/ |
H A D | sphere.cu | 64 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() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/cycles/test/ |
H A D | render_graph_finalize_test.cpp | 245 .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() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/sky/source/ |
H A D | sky_nishita.cpp | 87 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() [all …]
|
/dports/math/vtk8/VTK-8.2.0/Rendering/OptiX/CUDA/ |
H A D | Phong.cu | 75 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 D | Sphere.cu | 51 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 D | Cylinder.cu | 54 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 D | CudaMath.h | 34 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() [all …]
|
/dports/games/0ad/0ad-0.0.23b-alpha/libraries/source/nvtt/src/src/nvtt/cuda/ |
H A D | CudaMath.h | 34 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() [all …]
|
/dports/graphics/nvidia-texture-tools/nvidia-texture-tools-2.0.8/src/nvtt/cuda/ |
H A D | CudaMath.h | 34 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() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/svm/ |
H A D | svm_math_util.h | 74 *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 D | bsdf_microfacet_multi.h | 118 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() [all …]
|
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/ |
H A D | geom_primitive.h | 150 *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() [all …]
|