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color2.h
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// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
//
// MaterialX specification (c) 2017 Lucasfilm Ltd.
// http://www.materialx.org/
#pragma once
#define COLOR2_H
// color2 is a single color channel + alpha
struct color2
{
float r;
float a;
};
//
// For color2, define math operators to match color
//
color2 __operator__neg__(color2 a)
{
return color2(-a.r, -a.a);
}
color2 __operator__add__(color2 a, color2 b)
{
return color2(a.r + b.r, a.a + b.a);
}
color2 __operator__add__(color2 a, int b)
{
return a + color2(b, b);
}
color2 __operator__add__(color2 a, float b)
{
return a + color2(b, b);
}
color2 __operator__add__(int a, color2 b)
{
return color2(a, a) + b;
}
color2 __operator__add__(float a, color2 b)
{
return color2(a, a) + b;
}
color2 __operator__sub__(color2 a, color2 b)
{
return color2(a.r - b.r, a.a - b.a);
}
color2 __operator__sub__(color2 a, int b)
{
return a - color2(b, b);
}
color2 __operator__sub__(color2 a, float b)
{
return a - color2(b, b);
}
color2 __operator__sub__(int a, color2 b)
{
return color2(a, a) - b;
}
color2 __operator__sub__(float a, color2 b)
{
return color2(a, a) - b;
}
color2 __operator__mul__(color2 a, color2 b)
{
return color2(a.r * b.r, a.a * b.a);
}
color2 __operator__mul__(color2 a, int b)
{
return a * color2(b, b);
}
color2 __operator__mul__(color2 a, float b)
{
return a * color2(b, b);
}
color2 __operator__mul__(int a, color2 b)
{
return b * color2(a, a);
}
color2 __operator__mul__(float a, color2 b)
{
return b * color2(a, a);
}
color2 __operator__div__(color2 a, color2 b)
{
return color2(a.r / b.r, a.a / b.a);
}
color2 __operator__div__(color2 a, int b)
{
float b_inv = 1.0/b;
return a * color2(b_inv, b_inv);
}
color2 __operator__div__(color2 a, float b)
{
float b_inv = 1.0/b;
return a * color2(b_inv, b_inv);
}
color2 __operator__div__(int a, color2 b)
{
return color2(a, a) / b;
}
color2 __operator__div__(float a, color2 b)
{
return color2(a, a) / b;
}
int __operator__eq__(color2 a, color2 b)
{
return (a.r == b.r) && (a.a == b.a);
}
int __operator__ne__(color2 a, color2 b)
{
return (a.r != b.r) || (a.a != b.a);
}
//
// For color2, define most of the stdosl functions to match color
//
color2 abs(color2 a)
{
return color2(abs(a.r), abs(a.a));
}
color2 ceil(color2 a)
{
return color2(ceil(a.r), ceil(a.a));
}
color2 floor(color2 a)
{
return color2(floor(a.r), floor(a.a));
}
color2 sqrt(color2 a)
{
return color2(sqrt(a.r), sqrt(a.a));
}
color2 exp(color2 a)
{
return color2(exp(a.r), exp(a.a));
}
color2 log(color2 a)
{
return color2(log(a.r), log(a.a));
}
color2 log2(color2 a)
{
return color2(log2(a.r), log2(a.a));
}
color2 mix(color2 a, color2 b, float x )
{
return color2(mix(a.r, b.r, x),
mix(a.a, b.a, x));
}
color2 smoothstep(color2 edge0, color2 edge1, color2 c)
{
return color2(smoothstep(edge0.r, edge1.r, c.r),
smoothstep(edge0.a, edge1.a, c.a));
}
color2 smoothstep(float edge0, float edge1, color2 c)
{
return smoothstep(color2(edge0, edge0), color2(edge1, edge1), c);
}
color2 clamp(color2 c, color2 minval, color2 maxval)
{
return color2(clamp(c.r, minval.r, maxval.r),
clamp(c.a, minval.a, maxval.a));
}
color2 clamp(color2 c, float minval, float maxval)
{
return clamp(c, color2(minval, minval), color2(maxval, maxval));
}
color2 pow(color2 base, color2 power)
{
return color2(pow(base.r, power.r),
pow(base.a, power.a));
}
color2 pow(color2 base, float power)
{
return color2(pow(base.r, power),
pow(base.a, power));
}
color2 max(color2 a, color2 b)
{
return color2(max(a.r, b.r),
max(a.a, b.a));
}
color2 max(color2 a, float b)
{
return color2(max(a.r, b),
max(a.a, b));
}
color2 min(color2 a, color2 b)
{
return color2(min(a.r, b.r),
min(a.a, b.a));
}
color2 min(color2 a, float b)
{
return color2(min(a.r, b),
min(a.a, b));
}
color2 fmod(color2 a, color2 b)
{
return color2(fmod(a.r, b.r),
fmod(a.a, b.a));
}
color2 fmod(color2 a, int b)
{
return fmod(a, color2(b, b));
}
color2 fmod(color2 a, float b)
{
return fmod(a, color2(b, b));
}
color2 sign(color2 a)
{
return color2(sign(a.r),
sign(a.a));
}
color2 sin(color2 a)
{
return color2(sin(a.r),
sin(a.a));
}
color2 cos(color2 a)
{
return color2(cos(a.r),
cos(a.a));
}
color2 tan(color2 a)
{
return color2(tan(a.r),
tan(a.a));
}
color2 asin(color2 a)
{
return color2(asin(a.r),
asin(a.a));
}
color2 acos(color2 a)
{
return color2(acos(a.r),
acos(a.a));
}
color2 atan2(color2 a, float f)
{
return color2(atan2(a.r, f),
atan2(a.a, f));
}
color2 atan2(color2 a, color2 b)
{
return color2(atan2(a.r, b.r),
atan2(a.a, b.a));
}