/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

CCL_NAMESPACE_BEGIN

/* Hair Melanin */

ccl_device_inline float3 sigma_from_concentration(float eumelanin, float pheomelanin)
{
  return eumelanin * make_float3(0.506f, 0.841f, 1.653f) +
         pheomelanin * make_float3(0.343f, 0.733f, 1.924f);
}

ccl_device_inline float3 sigma_from_reflectance(float3 color, float azimuthal_roughness)
{
  float x = azimuthal_roughness;
  float roughness_fac = (((((0.245f * x) + 5.574f) * x - 10.73f) * x + 2.532f) * x - 0.215f) * x +
                        5.969f;
  float3 sigma = log3(color) / roughness_fac;
  return sigma * sigma;
}

/* Closure Nodes */

ccl_device void svm_node_glass_setup(
    ShaderData *sd, MicrofacetBsdf *bsdf, int type, float eta, float roughness, bool refract)
{
  if (type == CLOSURE_BSDF_SHARP_GLASS_ID) {
    if (refract) {
      bsdf->alpha_y = 0.0f;
      bsdf->alpha_x = 0.0f;
      bsdf->ior = eta;
      sd->flag |= bsdf_refraction_setup(bsdf);
    }
    else {
      bsdf->alpha_y = 0.0f;
      bsdf->alpha_x = 0.0f;
      bsdf->ior = 0.0f;
      sd->flag |= bsdf_reflection_setup(bsdf);
    }
  }
  else if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
    bsdf->alpha_x = roughness;
    bsdf->alpha_y = roughness;
    bsdf->ior = eta;

    if (refract)
      sd->flag |= bsdf_microfacet_beckmann_refraction_setup(bsdf);
    else
      sd->flag |= bsdf_microfacet_beckmann_setup(bsdf);
  }
  else {
    bsdf->alpha_x = roughness;
    bsdf->alpha_y = roughness;
    bsdf->ior = eta;

    if (refract)
      sd->flag |= bsdf_microfacet_ggx_refraction_setup(bsdf);
    else
      sd->flag |= bsdf_microfacet_ggx_setup(bsdf);
  }
}

ccl_device void svm_node_closure_bsdf(KernelGlobals *kg,
                                      ShaderData *sd,
                                      float *stack,
                                      uint4 node,
                                      ShaderType shader_type,
                                      int path_flag,
                                      int *offset)
{
  uint type, param1_offset, param2_offset;

  uint mix_weight_offset;
  svm_unpack_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
  float mix_weight = (stack_valid(mix_weight_offset) ? stack_load_float(stack, mix_weight_offset) :
                                                       1.0f);

  /* note we read this extra node before weight check, so offset is added */
  uint4 data_node = read_node(kg, offset);

  /* Only compute BSDF for surfaces, transparent variable is shared with volume extinction. */
  if (mix_weight == 0.0f || shader_type != SHADER_TYPE_SURFACE) {
    if (type == CLOSURE_BSDF_PRINCIPLED_ID) {
      /* Read all principled BSDF extra data to get the right offset. */
      read_node(kg, offset);
      read_node(kg, offset);
      read_node(kg, offset);
      read_node(kg, offset);
    }

    return;
  }

  float3 N = stack_valid(data_node.x) ? stack_load_float3(stack, data_node.x) : sd->N;

  float param1 = (stack_valid(param1_offset)) ? stack_load_float(stack, param1_offset) :
                                                __uint_as_float(node.z);
  float param2 = (stack_valid(param2_offset)) ? stack_load_float(stack, param2_offset) :
                                                __uint_as_float(node.w);

  switch (type) {
#ifdef __PRINCIPLED__
    case CLOSURE_BSDF_PRINCIPLED_ID: {
      uint specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset,
          sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset,
          eta_offset, transmission_offset, anisotropic_rotation_offset,
          transmission_roughness_offset;
      uint4 data_node2 = read_node(kg, offset);

      float3 T = stack_load_float3(stack, data_node.y);
      svm_unpack_node_uchar4(data_node.z,
                             &specular_offset,
                             &roughness_offset,
                             &specular_tint_offset,
                             &anisotropic_offset);
      svm_unpack_node_uchar4(data_node.w,
                             &sheen_offset,
                             &sheen_tint_offset,
                             &clearcoat_offset,
                             &clearcoat_roughness_offset);
      svm_unpack_node_uchar4(data_node2.x,
                             &eta_offset,
                             &transmission_offset,
                             &anisotropic_rotation_offset,
                             &transmission_roughness_offset);

      // get Disney principled parameters
      float metallic = param1;
      float subsurface = param2;
      float specular = stack_load_float(stack, specular_offset);
      float roughness = stack_load_float(stack, roughness_offset);
      float specular_tint = stack_load_float(stack, specular_tint_offset);
      float anisotropic = stack_load_float(stack, anisotropic_offset);
      float sheen = stack_load_float(stack, sheen_offset);
      float sheen_tint = stack_load_float(stack, sheen_tint_offset);
      float clearcoat = stack_load_float(stack, clearcoat_offset);
      float clearcoat_roughness = stack_load_float(stack, clearcoat_roughness_offset);
      float transmission = stack_load_float(stack, transmission_offset);
      float anisotropic_rotation = stack_load_float(stack, anisotropic_rotation_offset);
      float transmission_roughness = stack_load_float(stack, transmission_roughness_offset);
      float eta = fmaxf(stack_load_float(stack, eta_offset), 1e-5f);

      ClosureType distribution = (ClosureType)data_node2.y;
      ClosureType subsurface_method = (ClosureType)data_node2.z;

      /* rotate tangent */
      if (anisotropic_rotation != 0.0f)
        T = rotate_around_axis(T, N, anisotropic_rotation * M_2PI_F);

      /* calculate ior */
      float ior = (sd->flag & SD_BACKFACING) ? 1.0f / eta : eta;

      // calculate fresnel for refraction
      float cosNO = dot(N, sd->I);
      float fresnel = fresnel_dielectric_cos(cosNO, ior);

      // calculate weights of the diffuse and specular part
      float diffuse_weight = (1.0f - saturate(metallic)) * (1.0f - saturate(transmission));

      float final_transmission = saturate(transmission) * (1.0f - saturate(metallic));
      float specular_weight = (1.0f - final_transmission);

      // get the base color
      uint4 data_base_color = read_node(kg, offset);
      float3 base_color = stack_valid(data_base_color.x) ?
                              stack_load_float3(stack, data_base_color.x) :
                              make_float3(__uint_as_float(data_base_color.y),
                                          __uint_as_float(data_base_color.z),
                                          __uint_as_float(data_base_color.w));

      // get the additional clearcoat normal and subsurface scattering radius
      uint4 data_cn_ssr = read_node(kg, offset);
      float3 clearcoat_normal = stack_valid(data_cn_ssr.x) ?
                                    stack_load_float3(stack, data_cn_ssr.x) :
                                    sd->N;
      float3 subsurface_radius = stack_valid(data_cn_ssr.y) ?
                                     stack_load_float3(stack, data_cn_ssr.y) :
                                     make_float3(1.0f, 1.0f, 1.0f);

      // get the subsurface color
      uint4 data_subsurface_color = read_node(kg, offset);
      float3 subsurface_color = stack_valid(data_subsurface_color.x) ?
                                    stack_load_float3(stack, data_subsurface_color.x) :
                                    make_float3(__uint_as_float(data_subsurface_color.y),
                                                __uint_as_float(data_subsurface_color.z),
                                                __uint_as_float(data_subsurface_color.w));

      float3 weight = sd->svm_closure_weight * mix_weight;

#  ifdef __SUBSURFACE__
      float3 mixed_ss_base_color = subsurface_color * subsurface +
                                   base_color * (1.0f - subsurface);
      float3 subsurf_weight = weight * mixed_ss_base_color * diffuse_weight;

      /* disable in case of diffuse ancestor, can't see it well then and
       * adds considerably noise due to probabilities of continuing path
       * getting lower and lower */
      if (path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
        subsurface = 0.0f;

        /* need to set the base color in this case such that the
         * rays get the correctly mixed color after transmitting
         * the object */
        base_color = mixed_ss_base_color;
      }

      /* diffuse */
      if (fabsf(average(mixed_ss_base_color)) > CLOSURE_WEIGHT_CUTOFF) {
        if (subsurface <= CLOSURE_WEIGHT_CUTOFF && diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
          float3 diff_weight = weight * base_color * diffuse_weight;

          PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc(
              sd, sizeof(PrincipledDiffuseBsdf), diff_weight);

          if (bsdf) {
            bsdf->N = N;
            bsdf->roughness = roughness;

            /* setup bsdf */
            sd->flag |= bsdf_principled_diffuse_setup(bsdf);
          }
        }
        else if (subsurface > CLOSURE_WEIGHT_CUTOFF) {
          Bssrdf *bssrdf = bssrdf_alloc(sd, subsurf_weight);

          if (bssrdf) {
            bssrdf->radius = subsurface_radius * subsurface;
            bssrdf->albedo = (subsurface_method == CLOSURE_BSSRDF_PRINCIPLED_ID) ?
                                 subsurface_color :
                                 mixed_ss_base_color;
            bssrdf->texture_blur = 0.0f;
            bssrdf->sharpness = 0.0f;
            bssrdf->N = N;
            bssrdf->roughness = roughness;

            /* setup bsdf */
            sd->flag |= bssrdf_setup(sd, bssrdf, subsurface_method);
          }
        }
      }
#  else
      /* diffuse */
      if (diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
        float3 diff_weight = weight * base_color * diffuse_weight;

        PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc(
            sd, sizeof(PrincipledDiffuseBsdf), diff_weight);

        if (bsdf) {
          bsdf->N = N;
          bsdf->roughness = roughness;

          /* setup bsdf */
          sd->flag |= bsdf_principled_diffuse_setup(bsdf);
        }
      }
#  endif

      /* sheen */
      if (diffuse_weight > CLOSURE_WEIGHT_CUTOFF && sheen > CLOSURE_WEIGHT_CUTOFF) {
        float m_cdlum = linear_rgb_to_gray(kg, base_color);
        float3 m_ctint = m_cdlum > 0.0f ?
                             base_color / m_cdlum :
                             make_float3(1.0f, 1.0f, 1.0f);  // normalize lum. to isolate hue+sat

        /* color of the sheen component */
        float3 sheen_color = make_float3(1.0f, 1.0f, 1.0f) * (1.0f - sheen_tint) +
                             m_ctint * sheen_tint;

        float3 sheen_weight = weight * sheen * sheen_color * diffuse_weight;

        PrincipledSheenBsdf *bsdf = (PrincipledSheenBsdf *)bsdf_alloc(
            sd, sizeof(PrincipledSheenBsdf), sheen_weight);

        if (bsdf) {
          bsdf->N = N;

          /* setup bsdf */
          sd->flag |= bsdf_principled_sheen_setup(bsdf);
        }
      }

      /* specular reflection */
#  ifdef __CAUSTICS_TRICKS__
      if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
#  endif
        if (specular_weight > CLOSURE_WEIGHT_CUTOFF &&
            (specular > CLOSURE_WEIGHT_CUTOFF || metallic > CLOSURE_WEIGHT_CUTOFF)) {
          float3 spec_weight = weight * specular_weight;

          MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
              sd, sizeof(MicrofacetBsdf), spec_weight);
          MicrofacetExtra *extra = (bsdf != NULL) ? (MicrofacetExtra *)closure_alloc_extra(
                                                        sd, sizeof(MicrofacetExtra)) :
                                                    NULL;

          if (bsdf && extra) {
            bsdf->N = N;
            bsdf->ior = (2.0f / (1.0f - safe_sqrtf(0.08f * specular))) - 1.0f;
            bsdf->T = T;
            bsdf->extra = extra;

            float aspect = safe_sqrtf(1.0f - anisotropic * 0.9f);
            float r2 = roughness * roughness;

            bsdf->alpha_x = r2 / aspect;
            bsdf->alpha_y = r2 * aspect;

            float m_cdlum = 0.3f * base_color.x + 0.6f * base_color.y +
                            0.1f * base_color.z;  // luminance approx.
            float3 m_ctint = m_cdlum > 0.0f ?
                                 base_color / m_cdlum :
                                 make_float3(
                                     0.0f, 0.0f, 0.0f);  // normalize lum. to isolate hue+sat
            float3 tmp_col = make_float3(1.0f, 1.0f, 1.0f) * (1.0f - specular_tint) +
                             m_ctint * specular_tint;

            bsdf->extra->cspec0 = (specular * 0.08f * tmp_col) * (1.0f - metallic) +
                                  base_color * metallic;
            bsdf->extra->color = base_color;
            bsdf->extra->clearcoat = 0.0f;

            /* setup bsdf */
            if (distribution == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID ||
                roughness <= 0.075f) /* use single-scatter GGX */
              sd->flag |= bsdf_microfacet_ggx_aniso_fresnel_setup(bsdf, sd);
            else /* use multi-scatter GGX */
              sd->flag |= bsdf_microfacet_multi_ggx_aniso_fresnel_setup(bsdf, sd);
          }
        }
#  ifdef __CAUSTICS_TRICKS__
      }
#  endif

      /* BSDF */
#  ifdef __CAUSTICS_TRICKS__
      if (kernel_data.integrator.caustics_reflective ||
          kernel_data.integrator.caustics_refractive || (path_flag & PATH_RAY_DIFFUSE) == 0) {
#  endif
        if (final_transmission > CLOSURE_WEIGHT_CUTOFF) {
          float3 glass_weight = weight * final_transmission;
          float3 cspec0 = base_color * specular_tint +
                          make_float3(1.0f, 1.0f, 1.0f) * (1.0f - specular_tint);

          if (roughness <= 5e-2f ||
              distribution == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID) { /* use single-scatter GGX */
            float refl_roughness = roughness;

            /* reflection */
#  ifdef __CAUSTICS_TRICKS__
            if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
#  endif
            {
              MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
                  sd, sizeof(MicrofacetBsdf), glass_weight * fresnel);
              MicrofacetExtra *extra = (bsdf != NULL) ? (MicrofacetExtra *)closure_alloc_extra(
                                                            sd, sizeof(MicrofacetExtra)) :
                                                        NULL;

              if (bsdf && extra) {
                bsdf->N = N;
                bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
                bsdf->extra = extra;

                bsdf->alpha_x = refl_roughness * refl_roughness;
                bsdf->alpha_y = refl_roughness * refl_roughness;
                bsdf->ior = ior;

                bsdf->extra->color = base_color;
                bsdf->extra->cspec0 = cspec0;
                bsdf->extra->clearcoat = 0.0f;

                /* setup bsdf */
                sd->flag |= bsdf_microfacet_ggx_fresnel_setup(bsdf, sd);
              }
            }

            /* refraction */
#  ifdef __CAUSTICS_TRICKS__
            if (kernel_data.integrator.caustics_refractive || (path_flag & PATH_RAY_DIFFUSE) == 0)
#  endif
            {
              MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
                  sd, sizeof(MicrofacetBsdf), base_color * glass_weight * (1.0f - fresnel));
              if (bsdf) {
                bsdf->N = N;
                bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
                bsdf->extra = NULL;

                if (distribution == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID)
                  transmission_roughness = 1.0f - (1.0f - refl_roughness) *
                                                      (1.0f - transmission_roughness);
                else
                  transmission_roughness = refl_roughness;

                bsdf->alpha_x = transmission_roughness * transmission_roughness;
                bsdf->alpha_y = transmission_roughness * transmission_roughness;
                bsdf->ior = ior;

                /* setup bsdf */
                sd->flag |= bsdf_microfacet_ggx_refraction_setup(bsdf);
              }
            }
          }
          else { /* use multi-scatter GGX */
            MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
                sd, sizeof(MicrofacetBsdf), glass_weight);
            MicrofacetExtra *extra = (bsdf != NULL) ? (MicrofacetExtra *)closure_alloc_extra(
                                                          sd, sizeof(MicrofacetExtra)) :
                                                      NULL;

            if (bsdf && extra) {
              bsdf->N = N;
              bsdf->extra = extra;
              bsdf->T = make_float3(0.0f, 0.0f, 0.0f);

              bsdf->alpha_x = roughness * roughness;
              bsdf->alpha_y = roughness * roughness;
              bsdf->ior = ior;

              bsdf->extra->color = base_color;
              bsdf->extra->cspec0 = cspec0;
              bsdf->extra->clearcoat = 0.0f;

              /* setup bsdf */
              sd->flag |= bsdf_microfacet_multi_ggx_glass_fresnel_setup(bsdf, sd);
            }
          }
        }
#  ifdef __CAUSTICS_TRICKS__
      }
#  endif

      /* clearcoat */
#  ifdef __CAUSTICS_TRICKS__
      if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
#  endif
        if (clearcoat > CLOSURE_WEIGHT_CUTOFF) {
          MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(sd, sizeof(MicrofacetBsdf), weight);
          MicrofacetExtra *extra = (bsdf != NULL) ? (MicrofacetExtra *)closure_alloc_extra(
                                                        sd, sizeof(MicrofacetExtra)) :
                                                    NULL;

          if (bsdf && extra) {
            bsdf->N = clearcoat_normal;
            bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
            bsdf->ior = 1.5f;
            bsdf->extra = extra;

            bsdf->alpha_x = clearcoat_roughness * clearcoat_roughness;
            bsdf->alpha_y = clearcoat_roughness * clearcoat_roughness;

            bsdf->extra->color = make_float3(0.0f, 0.0f, 0.0f);
            bsdf->extra->cspec0 = make_float3(0.04f, 0.04f, 0.04f);
            bsdf->extra->clearcoat = clearcoat;

            /* setup bsdf */
            sd->flag |= bsdf_microfacet_ggx_clearcoat_setup(bsdf, sd);
          }
        }
#  ifdef __CAUSTICS_TRICKS__
      }
#  endif

      break;
    }
#endif /* __PRINCIPLED__ */
    case CLOSURE_BSDF_DIFFUSE_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      OrenNayarBsdf *bsdf = (OrenNayarBsdf *)bsdf_alloc(sd, sizeof(OrenNayarBsdf), weight);

      if (bsdf) {
        bsdf->N = N;

        float roughness = param1;

        if (roughness == 0.0f) {
          sd->flag |= bsdf_diffuse_setup((DiffuseBsdf *)bsdf);
        }
        else {
          bsdf->roughness = roughness;
          sd->flag |= bsdf_oren_nayar_setup(bsdf);
        }
      }
      break;
    }
    case CLOSURE_BSDF_TRANSLUCENT_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight);

      if (bsdf) {
        bsdf->N = N;
        sd->flag |= bsdf_translucent_setup(bsdf);
      }
      break;
    }
    case CLOSURE_BSDF_TRANSPARENT_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      bsdf_transparent_setup(sd, weight, path_flag);
      break;
    }
    case CLOSURE_BSDF_REFLECTION_ID:
    case CLOSURE_BSDF_MICROFACET_GGX_ID:
    case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
    case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID:
    case CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID: {
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
        break;
#endif
      float3 weight = sd->svm_closure_weight * mix_weight;
      MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(sd, sizeof(MicrofacetBsdf), weight);

      if (!bsdf) {
        break;
      }

      float roughness = sqr(param1);

      bsdf->N = N;
      bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
      bsdf->alpha_x = roughness;
      bsdf->alpha_y = roughness;
      bsdf->ior = 0.0f;
      bsdf->extra = NULL;

      /* setup bsdf */
      if (type == CLOSURE_BSDF_REFLECTION_ID)
        sd->flag |= bsdf_reflection_setup(bsdf);
      else if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
        sd->flag |= bsdf_microfacet_beckmann_setup(bsdf);
      else if (type == CLOSURE_BSDF_MICROFACET_GGX_ID)
        sd->flag |= bsdf_microfacet_ggx_setup(bsdf);
      else if (type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID) {
        kernel_assert(stack_valid(data_node.z));
        bsdf->extra = (MicrofacetExtra *)closure_alloc_extra(sd, sizeof(MicrofacetExtra));
        if (bsdf->extra) {
          bsdf->extra->color = stack_load_float3(stack, data_node.z);
          bsdf->extra->cspec0 = make_float3(0.0f, 0.0f, 0.0f);
          bsdf->extra->clearcoat = 0.0f;
          sd->flag |= bsdf_microfacet_multi_ggx_setup(bsdf);
        }
      }
      else {
        sd->flag |= bsdf_ashikhmin_shirley_setup(bsdf);
      }

      break;
    }
    case CLOSURE_BSDF_REFRACTION_ID:
    case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
    case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
        break;
#endif
      float3 weight = sd->svm_closure_weight * mix_weight;
      MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(sd, sizeof(MicrofacetBsdf), weight);

      if (bsdf) {
        bsdf->N = N;
        bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
        bsdf->extra = NULL;

        float eta = fmaxf(param2, 1e-5f);
        eta = (sd->flag & SD_BACKFACING) ? 1.0f / eta : eta;

        /* setup bsdf */
        if (type == CLOSURE_BSDF_REFRACTION_ID) {
          bsdf->alpha_x = 0.0f;
          bsdf->alpha_y = 0.0f;
          bsdf->ior = eta;

          sd->flag |= bsdf_refraction_setup(bsdf);
        }
        else {
          float roughness = sqr(param1);
          bsdf->alpha_x = roughness;
          bsdf->alpha_y = roughness;
          bsdf->ior = eta;

          if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
            sd->flag |= bsdf_microfacet_beckmann_refraction_setup(bsdf);
          else
            sd->flag |= bsdf_microfacet_ggx_refraction_setup(bsdf);
        }
      }

      break;
    }
    case CLOSURE_BSDF_SHARP_GLASS_ID:
    case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
    case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_reflective &&
          !kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE)) {
        break;
      }
#endif
      float3 weight = sd->svm_closure_weight * mix_weight;

      /* index of refraction */
      float eta = fmaxf(param2, 1e-5f);
      eta = (sd->flag & SD_BACKFACING) ? 1.0f / eta : eta;

      /* fresnel */
      float cosNO = dot(N, sd->I);
      float fresnel = fresnel_dielectric_cos(cosNO, eta);
      float roughness = sqr(param1);

      /* reflection */
#ifdef __CAUSTICS_TRICKS__
      if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
#endif
      {
        MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
            sd, sizeof(MicrofacetBsdf), weight * fresnel);

        if (bsdf) {
          bsdf->N = N;
          bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
          bsdf->extra = NULL;
          svm_node_glass_setup(sd, bsdf, type, eta, roughness, false);
        }
      }

      /* refraction */
#ifdef __CAUSTICS_TRICKS__
      if (kernel_data.integrator.caustics_refractive || (path_flag & PATH_RAY_DIFFUSE) == 0)
#endif
      {
        MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(
            sd, sizeof(MicrofacetBsdf), weight * (1.0f - fresnel));

        if (bsdf) {
          bsdf->N = N;
          bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
          bsdf->extra = NULL;
          svm_node_glass_setup(sd, bsdf, type, eta, roughness, true);
        }
      }

      break;
    }
    case CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID: {
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_reflective &&
          !kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
        break;
#endif
      float3 weight = sd->svm_closure_weight * mix_weight;
      MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(sd, sizeof(MicrofacetBsdf), weight);
      if (!bsdf) {
        break;
      }

      MicrofacetExtra *extra = (MicrofacetExtra *)closure_alloc_extra(sd, sizeof(MicrofacetExtra));
      if (!extra) {
        break;
      }

      bsdf->N = N;
      bsdf->extra = extra;
      bsdf->T = make_float3(0.0f, 0.0f, 0.0f);

      float roughness = sqr(param1);
      bsdf->alpha_x = roughness;
      bsdf->alpha_y = roughness;
      float eta = fmaxf(param2, 1e-5f);
      bsdf->ior = (sd->flag & SD_BACKFACING) ? 1.0f / eta : eta;

      kernel_assert(stack_valid(data_node.z));
      bsdf->extra->color = stack_load_float3(stack, data_node.z);
      bsdf->extra->cspec0 = make_float3(0.0f, 0.0f, 0.0f);
      bsdf->extra->clearcoat = 0.0f;

      /* setup bsdf */
      sd->flag |= bsdf_microfacet_multi_ggx_glass_setup(bsdf);
      break;
    }
    case CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID:
    case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID:
    case CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID:
    case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID: {
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
        break;
#endif
      float3 weight = sd->svm_closure_weight * mix_weight;
      MicrofacetBsdf *bsdf = (MicrofacetBsdf *)bsdf_alloc(sd, sizeof(MicrofacetBsdf), weight);

      if (bsdf) {
        bsdf->N = N;
        bsdf->extra = NULL;
        bsdf->T = stack_load_float3(stack, data_node.y);

        /* rotate tangent */
        float rotation = stack_load_float(stack, data_node.z);

        if (rotation != 0.0f)
          bsdf->T = rotate_around_axis(bsdf->T, bsdf->N, rotation * M_2PI_F);

        /* compute roughness */
        float roughness = sqr(param1);
        float anisotropy = clamp(param2, -0.99f, 0.99f);

        if (anisotropy < 0.0f) {
          bsdf->alpha_x = roughness / (1.0f + anisotropy);
          bsdf->alpha_y = roughness * (1.0f + anisotropy);
        }
        else {
          bsdf->alpha_x = roughness * (1.0f - anisotropy);
          bsdf->alpha_y = roughness / (1.0f - anisotropy);
        }

        bsdf->ior = 0.0f;

        if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID) {
          sd->flag |= bsdf_microfacet_beckmann_aniso_setup(bsdf);
        }
        else if (type == CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID) {
          sd->flag |= bsdf_microfacet_ggx_aniso_setup(bsdf);
        }
        else if (type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID) {
          kernel_assert(stack_valid(data_node.w));
          bsdf->extra = (MicrofacetExtra *)closure_alloc_extra(sd, sizeof(MicrofacetExtra));
          if (bsdf->extra) {
            bsdf->extra->color = stack_load_float3(stack, data_node.w);
            bsdf->extra->cspec0 = make_float3(0.0f, 0.0f, 0.0f);
            bsdf->extra->clearcoat = 0.0f;
            sd->flag |= bsdf_microfacet_multi_ggx_aniso_setup(bsdf);
          }
        }
        else
          sd->flag |= bsdf_ashikhmin_shirley_aniso_setup(bsdf);
      }
      break;
    }
    case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      VelvetBsdf *bsdf = (VelvetBsdf *)bsdf_alloc(sd, sizeof(VelvetBsdf), weight);

      if (bsdf) {
        bsdf->N = N;

        bsdf->sigma = saturate(param1);
        sd->flag |= bsdf_ashikhmin_velvet_setup(bsdf);
      }
      break;
    }
    case CLOSURE_BSDF_GLOSSY_TOON_ID:
#ifdef __CAUSTICS_TRICKS__
      if (!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
        break;
      ATTR_FALLTHROUGH;
#endif
    case CLOSURE_BSDF_DIFFUSE_TOON_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      ToonBsdf *bsdf = (ToonBsdf *)bsdf_alloc(sd, sizeof(ToonBsdf), weight);

      if (bsdf) {
        bsdf->N = N;
        bsdf->size = param1;
        bsdf->smooth = param2;

        if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
          sd->flag |= bsdf_diffuse_toon_setup(bsdf);
        else
          sd->flag |= bsdf_glossy_toon_setup(bsdf);
      }
      break;
    }
#ifdef __HAIR__
    case CLOSURE_BSDF_HAIR_PRINCIPLED_ID: {
      uint4 data_node2 = read_node(kg, offset);
      uint4 data_node3 = read_node(kg, offset);
      uint4 data_node4 = read_node(kg, offset);

      float3 weight = sd->svm_closure_weight * mix_weight;

      uint offset_ofs, ior_ofs, color_ofs, parametrization;
      svm_unpack_node_uchar4(data_node.y, &offset_ofs, &ior_ofs, &color_ofs, &parametrization);
      float alpha = stack_load_float_default(stack, offset_ofs, data_node.z);
      float ior = stack_load_float_default(stack, ior_ofs, data_node.w);

      uint coat_ofs, melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs;
      svm_unpack_node_uchar4(data_node2.x,
                             &coat_ofs,
                             &melanin_ofs,
                             &melanin_redness_ofs,
                             &absorption_coefficient_ofs);

      uint tint_ofs, random_ofs, random_color_ofs, random_roughness_ofs;
      svm_unpack_node_uchar4(
          data_node3.x, &tint_ofs, &random_ofs, &random_color_ofs, &random_roughness_ofs);

      const AttributeDescriptor attr_descr_random = find_attribute(kg, sd, data_node4.y);
      float random = 0.0f;
      if (attr_descr_random.offset != ATTR_STD_NOT_FOUND) {
        random = primitive_surface_attribute_float(kg, sd, attr_descr_random, NULL, NULL);
      }
      else {
        random = stack_load_float_default(stack, random_ofs, data_node3.y);
      }

      PrincipledHairBSDF *bsdf = (PrincipledHairBSDF *)bsdf_alloc(
          sd, sizeof(PrincipledHairBSDF), weight);
      if (bsdf) {
        PrincipledHairExtra *extra = (PrincipledHairExtra *)closure_alloc_extra(
            sd, sizeof(PrincipledHairExtra));

        if (!extra)
          break;

        /* Random factors range: [-randomization/2, +randomization/2]. */
        float random_roughness = stack_load_float_default(
            stack, random_roughness_ofs, data_node3.w);
        float factor_random_roughness = 1.0f + 2.0f * (random - 0.5f) * random_roughness;
        float roughness = param1 * factor_random_roughness;
        float radial_roughness = param2 * factor_random_roughness;

        /* Remap Coat value to [0, 100]% of Roughness. */
        float coat = stack_load_float_default(stack, coat_ofs, data_node2.y);
        float m0_roughness = 1.0f - clamp(coat, 0.0f, 1.0f);

        bsdf->N = N;
        bsdf->v = roughness;
        bsdf->s = radial_roughness;
        bsdf->m0_roughness = m0_roughness;
        bsdf->alpha = alpha;
        bsdf->eta = ior;
        bsdf->extra = extra;

        switch (parametrization) {
          case NODE_PRINCIPLED_HAIR_DIRECT_ABSORPTION: {
            float3 absorption_coefficient = stack_load_float3(stack, absorption_coefficient_ofs);
            bsdf->sigma = absorption_coefficient;
            break;
          }
          case NODE_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION: {
            float melanin = stack_load_float_default(stack, melanin_ofs, data_node2.z);
            float melanin_redness = stack_load_float_default(
                stack, melanin_redness_ofs, data_node2.w);

            /* Randomize melanin.  */
            float random_color = stack_load_float_default(stack, random_color_ofs, data_node3.z);
            random_color = clamp(random_color, 0.0f, 1.0f);
            float factor_random_color = 1.0f + 2.0f * (random - 0.5f) * random_color;
            melanin *= factor_random_color;

            /* Map melanin 0..inf from more perceptually linear 0..1. */
            melanin = -logf(fmaxf(1.0f - melanin, 0.0001f));

            /* Benedikt Bitterli's melanin ratio remapping. */
            float eumelanin = melanin * (1.0f - melanin_redness);
            float pheomelanin = melanin * melanin_redness;
            float3 melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin);

            /* Optional tint. */
            float3 tint = stack_load_float3(stack, tint_ofs);
            float3 tint_sigma = sigma_from_reflectance(tint, radial_roughness);

            bsdf->sigma = melanin_sigma + tint_sigma;
            break;
          }
          case NODE_PRINCIPLED_HAIR_REFLECTANCE: {
            float3 color = stack_load_float3(stack, color_ofs);
            bsdf->sigma = sigma_from_reflectance(color, radial_roughness);
            break;
          }
          default: {
            /* Fallback to brownish hair, same as defaults for melanin. */
            kernel_assert(!"Invalid Principled Hair parametrization!");
            bsdf->sigma = sigma_from_concentration(0.0f, 0.8054375f);
            break;
          }
        }

        sd->flag |= bsdf_principled_hair_setup(sd, bsdf);
      }
      break;
    }
    case CLOSURE_BSDF_HAIR_REFLECTION_ID:
    case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;

      if (sd->flag & SD_BACKFACING && sd->type & PRIMITIVE_ALL_CURVE) {
        /* todo: giving a fixed weight here will cause issues when
         * mixing multiple BSDFS. energy will not be conserved and
         * the throughput can blow up after multiple bounces. we
         * better figure out a way to skip backfaces from rays
         * spawned by transmission from the front */
        bsdf_transparent_setup(sd, make_float3(1.0f, 1.0f, 1.0f), path_flag);
      }
      else {
        HairBsdf *bsdf = (HairBsdf *)bsdf_alloc(sd, sizeof(HairBsdf), weight);

        if (bsdf) {
          bsdf->N = N;
          bsdf->roughness1 = param1;
          bsdf->roughness2 = param2;
          bsdf->offset = -stack_load_float(stack, data_node.z);

          if (stack_valid(data_node.y)) {
            bsdf->T = normalize(stack_load_float3(stack, data_node.y));
          }
          else if (!(sd->type & PRIMITIVE_ALL_CURVE)) {
            bsdf->T = normalize(sd->dPdv);
            bsdf->offset = 0.0f;
          }
          else
            bsdf->T = normalize(sd->dPdu);

          if (type == CLOSURE_BSDF_HAIR_REFLECTION_ID) {
            sd->flag |= bsdf_hair_reflection_setup(bsdf);
          }
          else {
            sd->flag |= bsdf_hair_transmission_setup(bsdf);
          }
        }
      }

      break;
    }
#endif /* __HAIR__ */

#ifdef __SUBSURFACE__
    case CLOSURE_BSSRDF_CUBIC_ID:
    case CLOSURE_BSSRDF_GAUSSIAN_ID:
    case CLOSURE_BSSRDF_BURLEY_ID:
    case CLOSURE_BSSRDF_RANDOM_WALK_ID: {
      float3 weight = sd->svm_closure_weight * mix_weight;
      Bssrdf *bssrdf = bssrdf_alloc(sd, weight);

      if (bssrdf) {
        /* disable in case of diffuse ancestor, can't see it well then and
         * adds considerably noise due to probabilities of continuing path
         * getting lower and lower */
        if (path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
          param1 = 0.0f;

        bssrdf->radius = stack_load_float3(stack, data_node.z) * param1;
        bssrdf->albedo = sd->svm_closure_weight;
        bssrdf->texture_blur = param2;
        bssrdf->sharpness = stack_load_float(stack, data_node.w);
        bssrdf->N = N;
        bssrdf->roughness = 0.0f;
        sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
      }

      break;
    }
#endif
    default:
      break;
  }
}

ccl_device void svm_node_closure_volume(
    KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ShaderType shader_type)
{
#ifdef __VOLUME__
  /* Only sum extinction for volumes, variable is shared with surface transparency. */
  if (shader_type != SHADER_TYPE_VOLUME) {
    return;
  }

  uint type, density_offset, anisotropy_offset;

  uint mix_weight_offset;
  svm_unpack_node_uchar4(node.y, &type, &density_offset, &anisotropy_offset, &mix_weight_offset);
  float mix_weight = (stack_valid(mix_weight_offset) ? stack_load_float(stack, mix_weight_offset) :
                                                       1.0f);

  if (mix_weight == 0.0f) {
    return;
  }

  float density = (stack_valid(density_offset)) ? stack_load_float(stack, density_offset) :
                                                  __uint_as_float(node.z);
  density = mix_weight * fmaxf(density, 0.0f);

  /* Compute scattering coefficient. */
  float3 weight = sd->svm_closure_weight;

  if (type == CLOSURE_VOLUME_ABSORPTION_ID) {
    weight = make_float3(1.0f, 1.0f, 1.0f) - weight;
  }

  weight *= density;

  /* Add closure for volume scattering. */
  if (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
    HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume *)bsdf_alloc(
        sd, sizeof(HenyeyGreensteinVolume), weight);

    if (volume) {
      float anisotropy = (stack_valid(anisotropy_offset)) ?
                             stack_load_float(stack, anisotropy_offset) :
                             __uint_as_float(node.w);
      volume->g = anisotropy; /* g */
      sd->flag |= volume_henyey_greenstein_setup(volume);
    }
  }

  /* Sum total extinction weight. */
  volume_extinction_setup(sd, weight);
#endif
}

ccl_device void svm_node_principled_volume(KernelGlobals *kg,
                                           ShaderData *sd,
                                           float *stack,
                                           uint4 node,
                                           ShaderType shader_type,
                                           int path_flag,
                                           int *offset)
{
#ifdef __VOLUME__
  uint4 value_node = read_node(kg, offset);
  uint4 attr_node = read_node(kg, offset);

  /* Only sum extinction for volumes, variable is shared with surface transparency. */
  if (shader_type != SHADER_TYPE_VOLUME) {
    return;
  }

  uint density_offset, anisotropy_offset, absorption_color_offset, mix_weight_offset;
  svm_unpack_node_uchar4(
      node.y, &density_offset, &anisotropy_offset, &absorption_color_offset, &mix_weight_offset);
  float mix_weight = (stack_valid(mix_weight_offset) ? stack_load_float(stack, mix_weight_offset) :
                                                       1.0f);

  if (mix_weight == 0.0f) {
    return;
  }

  /* Compute density. */
  float primitive_density = 1.0f;
  float density = (stack_valid(density_offset)) ? stack_load_float(stack, density_offset) :
                                                  __uint_as_float(value_node.x);
  density = mix_weight * fmaxf(density, 0.0f);

  if (density > CLOSURE_WEIGHT_CUTOFF) {
    /* Density and color attribute lookup if available. */
    const AttributeDescriptor attr_density = find_attribute(kg, sd, attr_node.x);
    if (attr_density.offset != ATTR_STD_NOT_FOUND) {
      primitive_density = primitive_volume_attribute_float(kg, sd, attr_density);
      density = fmaxf(density * primitive_density, 0.0f);
    }
  }

  if (density > CLOSURE_WEIGHT_CUTOFF) {
    /* Compute scattering color. */
    float3 color = sd->svm_closure_weight;

    const AttributeDescriptor attr_color = find_attribute(kg, sd, attr_node.y);
    if (attr_color.offset != ATTR_STD_NOT_FOUND) {
      color *= primitive_volume_attribute_float3(kg, sd, attr_color);
    }

    /* Add closure for volume scattering. */
    HenyeyGreensteinVolume *volume = (HenyeyGreensteinVolume *)bsdf_alloc(
        sd, sizeof(HenyeyGreensteinVolume), color * density);
    if (volume) {
      float anisotropy = (stack_valid(anisotropy_offset)) ?
                             stack_load_float(stack, anisotropy_offset) :
                             __uint_as_float(value_node.y);
      volume->g = anisotropy;
      sd->flag |= volume_henyey_greenstein_setup(volume);
    }

    /* Add extinction weight. */
    float3 zero = make_float3(0.0f, 0.0f, 0.0f);
    float3 one = make_float3(1.0f, 1.0f, 1.0f);
    float3 absorption_color = max(sqrt(stack_load_float3(stack, absorption_color_offset)), zero);
    float3 absorption = max(one - color, zero) * max(one - absorption_color, zero);
    volume_extinction_setup(sd, (color + absorption) * density);
  }

  /* Compute emission. */
  if (path_flag & PATH_RAY_SHADOW) {
    /* Don't need emission for shadows. */
    return;
  }

  uint emission_offset, emission_color_offset, blackbody_offset, temperature_offset;
  svm_unpack_node_uchar4(
      node.z, &emission_offset, &emission_color_offset, &blackbody_offset, &temperature_offset);
  float emission = (stack_valid(emission_offset)) ? stack_load_float(stack, emission_offset) :
                                                    __uint_as_float(value_node.z);
  float blackbody = (stack_valid(blackbody_offset)) ? stack_load_float(stack, blackbody_offset) :
                                                      __uint_as_float(value_node.w);

  if (emission > CLOSURE_WEIGHT_CUTOFF) {
    float3 emission_color = stack_load_float3(stack, emission_color_offset);
    emission_setup(sd, emission * emission_color);
  }

  if (blackbody > CLOSURE_WEIGHT_CUTOFF) {
    float T = stack_load_float(stack, temperature_offset);

    /* Add flame temperature from attribute if available. */
    const AttributeDescriptor attr_temperature = find_attribute(kg, sd, attr_node.z);
    if (attr_temperature.offset != ATTR_STD_NOT_FOUND) {
      float temperature = primitive_volume_attribute_float(kg, sd, attr_temperature);
      T *= fmaxf(temperature, 0.0f);
    }

    T = fmaxf(T, 0.0f);

    /* Stefan-Boltzmann law. */
    float T4 = sqr(sqr(T));
    float sigma = 5.670373e-8f * 1e-6f / M_PI_F;
    float intensity = sigma * mix(1.0f, T4, blackbody);

    if (intensity > CLOSURE_WEIGHT_CUTOFF) {
      float3 blackbody_tint = stack_load_float3(stack, node.w);
      float3 bb = blackbody_tint * intensity * svm_math_blackbody_color(T);
      emission_setup(sd, bb);
    }
  }
#endif
}

ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
  uint mix_weight_offset = node.y;
  float3 weight = sd->svm_closure_weight;

  if (stack_valid(mix_weight_offset)) {
    float mix_weight = stack_load_float(stack, mix_weight_offset);

    if (mix_weight == 0.0f)
      return;

    weight *= mix_weight;
  }

  emission_setup(sd, weight);
}

ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
{
  uint mix_weight_offset = node.y;
  float3 weight = sd->svm_closure_weight;

  if (stack_valid(mix_weight_offset)) {
    float mix_weight = stack_load_float(stack, mix_weight_offset);

    if (mix_weight == 0.0f)
      return;

    weight *= mix_weight;
  }

  background_setup(sd, weight);
}

ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
{
  uint mix_weight_offset = node.y;

  if (stack_valid(mix_weight_offset)) {
    float mix_weight = stack_load_float(stack, mix_weight_offset);

    if (mix_weight == 0.0f)
      return;

    closure_alloc(
        sd, sizeof(ShaderClosure), CLOSURE_HOLDOUT_ID, sd->svm_closure_weight * mix_weight);
  }
  else
    closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_HOLDOUT_ID, sd->svm_closure_weight);

  sd->flag |= SD_HOLDOUT;
}

/* Closure Nodes */

ccl_device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
{
  sd->svm_closure_weight = weight;
}

ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
{
  float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
  svm_node_closure_store_weight(sd, weight);
}

ccl_device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
{
  float3 weight = stack_load_float3(stack, weight_offset);

  svm_node_closure_store_weight(sd, weight);
}

ccl_device void svm_node_emission_weight(KernelGlobals *kg,
                                         ShaderData *sd,
                                         float *stack,
                                         uint4 node)
{
  uint color_offset = node.y;
  uint strength_offset = node.z;

  float strength = stack_load_float(stack, strength_offset);
  float3 weight = stack_load_float3(stack, color_offset) * strength;

  svm_node_closure_store_weight(sd, weight);
}

ccl_device void svm_node_mix_closure(ShaderData *sd, float *stack, uint4 node)
{
  /* fetch weight from blend input, previous mix closures,
   * and write to stack to be used by closure nodes later */
  uint weight_offset, in_weight_offset, weight1_offset, weight2_offset;
  svm_unpack_node_uchar4(
      node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset);

  float weight = stack_load_float(stack, weight_offset);
  weight = saturate(weight);

  float in_weight = (stack_valid(in_weight_offset)) ? stack_load_float(stack, in_weight_offset) :
                                                      1.0f;

  if (stack_valid(weight1_offset))
    stack_store_float(stack, weight1_offset, in_weight * (1.0f - weight));
  if (stack_valid(weight2_offset))
    stack_store_float(stack, weight2_offset, in_weight * weight);
}

/* (Bump) normal */

ccl_device void svm_node_set_normal(
    KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
{
  float3 normal = stack_load_float3(stack, in_direction);
  sd->N = normal;
  stack_store_float3(stack, out_normal, normal);
}

CCL_NAMESPACE_END
