text: /*
   * This program is free software; you can redistribute it and/or
   * modify it under the terms of the GNU General Public License
   * as published by the Free Software Foundation; either version 2
   * of the License, or (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software Foundation,
   * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   *
   * The Original Code is Copyright (C) 2005 Blender Foundation.
   * All rights reserved.
   */
  
  /** \file
   * \ingroup shdnodes
   */
  
  #include "node_shader_util.h"
  
  /* **************** SCALAR MATH ******************** */
  static bNodeSocketTemplate sh_node_math_in[] = {
      {SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
      {SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
      {-1, 0, ""}};
  
  static bNodeSocketTemplate sh_node_math_out[] = {{SOCK_FLOAT, 0, N_("Value")}, {-1, 0, ""}};
  
  static int gpu_shader_math(GPUMaterial *mat,
                             bNode *node,
                             bNodeExecData *UNUSED(execdata),
                             GPUNodeStack *in,
                             GPUNodeStack *out)
  {
    static const char *names[] = {
        [NODE_MATH_ADD] = "math_add",
        [NODE_MATH_SUBTRACT] = "math_subtract",
        [NODE_MATH_MULTIPLY] = "math_multiply",
        [NODE_MATH_DIVIDE] = "math_divide",
  
        [NODE_MATH_POWER] = "math_power",
        [NODE_MATH_LOGARITHM] = "math_logarithm",
        [NODE_MATH_SQRT] = "math_sqrt",
        [NODE_MATH_ABSOLUTE] = "math_absolute",
  
        [NODE_MATH_MINIMUM] = "math_minimum",
        [NODE_MATH_MAXIMUM] = "math_maximum",
        [NODE_MATH_LESS_THAN] = "math_less_than",
        [NODE_MATH_GREATER_THAN] = "math_greater_than",
  
        [NODE_MATH_ROUND] = "math_round",
        [NODE_MATH_FLOOR] = "math_floor",
        [NODE_MATH_CEIL] = "math_ceil",
        [NODE_MATH_FRACTION] = "math_fraction",
        [NODE_MATH_MODULO] = "math_modulo",
  
        [NODE_MATH_SINE] = "math_sine",
        [NODE_MATH_COSINE] = "math_cosine",
        [NODE_MATH_TANGENT] = "math_tangent",
        [NODE_MATH_ARCSINE] = "math_arcsine",
        [NODE_MATH_ARCCOSINE] = "math_arccosine",
        [NODE_MATH_ARCTANGENT] = "math_arctangent",
        [NODE_MATH_ARCTAN2] = "math_arctan2",
    };
  
    if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
      int ret = GPU_stack_link(mat, node, names[node->custom1], in, out);
  
      if (ret && node->custom2 & SHD_MATH_CLAMP) {
        float min[3] = {0.0f, 0.0f, 0.0f};
        float max[3] = {1.0f, 1.0f, 1.0f};
        GPU_link(
            mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
      }
      return ret;
    }
    else {
      return 0;
    }
  }
  
  static void node_shader_update_math(bNodeTree *UNUSED(ntree), bNode *node)
  {
    bNodeSocket *sock = BLI_findlink(&node->inputs, 1);
    nodeSetSocketAvailability(sock,
                              !ELEM(node->custom1,
                                    NODE_MATH_SQRT,
                                    NODE_MATH_CEIL,
                                    NODE_MATH_SINE,
                                    NODE_MATH_ROUND,
                                    NODE_MATH_FLOOR,
                                    NODE_MATH_COSINE,
                                    NODE_MATH_ARCSINE,
                                    NODE_MATH_TANGENT,
                                    NODE_MATH_ABSOLUTE,
                                    NODE_MATH_FRACTION,
                                    NODE_MATH_ARCCOSINE,
                                    NODE_MATH_ARCTANGENT));
  }
  
  void register_node_type_sh_math(void)
  {
    static bNodeType ntype;
  
    sh_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0);
    node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out);
    node_type_label(&ntype, node_math_label);
    node_type_gpu(&ntype, gpu_shader_math);
    node_type_update(&ntype, node_shader_update_math);
  
    nodeRegisterType(&ntype);
  }
  