Cleanup: Remove unused voxel sampling functions
Last used in Blender internal renderer.
This commit is contained in:
@@ -19,13 +19,7 @@ extern "C" {
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/* All input coordinates must be in bounding box 0.0 - 1.0. */
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float BLI_voxel_sample_nearest(const float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_trilinear(const float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_triquadratic(const float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_tricubic(const float *data,
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const int res[3],
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const float co[3],
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int bspline);
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#ifdef __cplusplus
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}
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@@ -21,17 +21,6 @@ BLI_INLINE float D(const float *data, const int res[3], int x, int y, int z)
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/* *** nearest neighbor *** */
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float BLI_voxel_sample_nearest(const float *data, const int res[3], const float co[3])
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{
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int xi, yi, zi;
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xi = (int)(co[0] * (float)res[0]);
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yi = (int)(co[1] * (float)res[1]);
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zi = (int)(co[2] * (float)res[2]);
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return D(data, res, xi, yi, zi);
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}
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/* returns highest integer <= x as integer (slightly faster than floor()) */
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BLI_INLINE int FLOORI(float x)
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{
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@@ -92,160 +81,3 @@ float BLI_voxel_sample_trilinear(const float *data, const int res[3], const floa
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}
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return 0.0f;
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}
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float BLI_voxel_sample_triquadratic(const float *data, const int res[3], const float co[3])
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{
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if (data) {
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const float xf = co[0] * (float)res[0];
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const float yf = co[1] * (float)res[1];
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const float zf = co[2] * (float)res[2];
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const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
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const int64_t xc[3] = {
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_clamp(x - 1, 0, res[0] - 1),
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_clamp(x, 0, res[0] - 1),
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_clamp(x + 1, 0, res[0] - 1),
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};
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const int64_t yc[3] = {
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_clamp(y - 1, 0, res[1] - 1) * res[0],
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_clamp(y, 0, res[1] - 1) * res[0],
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_clamp(y + 1, 0, res[1] - 1) * res[0],
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};
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const int64_t zc[3] = {
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_clamp(z - 1, 0, res[2] - 1) * res[0] * res[1],
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_clamp(z, 0, res[2] - 1) * res[0] * res[1],
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_clamp(z + 1, 0, res[2] - 1) * res[0] * res[1],
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};
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const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
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const float u[3] = {dx * (0.5f * dx - 1.0f) + 0.5f, dx * (1.0f - dx) + 0.5f, 0.5f * dx * dx};
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const float v[3] = {dy * (0.5f * dy - 1.0f) + 0.5f, dy * (1.0f - dy) + 0.5f, 0.5f * dy * dy};
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const float w[3] = {dz * (0.5f * dz - 1.0f) + 0.5f, dz * (1.0f - dz) + 0.5f, 0.5f * dz * dz};
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return w[0] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] +
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u[2] * data[xc[2] + yc[0] + zc[0]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] +
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u[2] * data[xc[2] + yc[1] + zc[0]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] +
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u[2] * data[xc[2] + yc[2] + zc[0]])) +
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w[1] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] +
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u[2] * data[xc[2] + yc[0] + zc[1]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] +
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u[2] * data[xc[2] + yc[1] + zc[1]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] +
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u[2] * data[xc[2] + yc[2] + zc[1]])) +
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w[2] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] +
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u[2] * data[xc[2] + yc[0] + zc[2]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] +
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u[2] * data[xc[2] + yc[1] + zc[2]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] +
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u[2] * data[xc[2] + yc[2] + zc[2]]));
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}
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return 0.0f;
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}
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float BLI_voxel_sample_tricubic(const float *data,
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const int res[3],
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const float co[3],
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int bspline)
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{
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if (data) {
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const float xf = co[0] * (float)res[0] - 0.5f;
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const float yf = co[1] * (float)res[1] - 0.5f;
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const float zf = co[2] * (float)res[2] - 0.5f;
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const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
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const int64_t xc[4] = {
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_clamp(x - 1, 0, res[0] - 1),
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_clamp(x, 0, res[0] - 1),
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_clamp(x + 1, 0, res[0] - 1),
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_clamp(x + 2, 0, res[0] - 1),
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};
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const int64_t yc[4] = {
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_clamp(y - 1, 0, res[1] - 1) * res[0],
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_clamp(y, 0, res[1] - 1) * res[0],
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_clamp(y + 1, 0, res[1] - 1) * res[0],
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_clamp(y + 2, 0, res[1] - 1) * res[0],
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};
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const int64_t zc[4] = {
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_clamp(z - 1, 0, res[2] - 1) * res[0] * res[1],
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_clamp(z, 0, res[2] - 1) * res[0] * res[1],
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_clamp(z + 1, 0, res[2] - 1) * res[0] * res[1],
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_clamp(z + 2, 0, res[2] - 1) * res[0] * res[1],
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};
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const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
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float u[4], v[4], w[4];
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if (bspline) { /* B-Spline. */
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u[0] = (((-1.0f / 6.0f) * dx + 0.5f) * dx - 0.5f) * dx + (1.0f / 6.0f);
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u[1] = ((0.5f * dx - 1.0f) * dx) * dx + (2.0f / 3.0f);
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u[2] = ((-0.5f * dx + 0.5f) * dx + 0.5f) * dx + (1.0f / 6.0f);
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u[3] = (1.0f / 6.0f) * dx * dx * dx;
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v[0] = (((-1.0f / 6.0f) * dy + 0.5f) * dy - 0.5f) * dy + (1.0f / 6.0f);
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v[1] = ((0.5f * dy - 1.0f) * dy) * dy + (2.0f / 3.0f);
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v[2] = ((-0.5f * dy + 0.5f) * dy + 0.5f) * dy + (1.0f / 6.0f);
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v[3] = (1.0f / 6.0f) * dy * dy * dy;
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w[0] = (((-1.0f / 6.0f) * dz + 0.5f) * dz - 0.5f) * dz + (1.0f / 6.0f);
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w[1] = ((0.5f * dz - 1.0f) * dz) * dz + (2.0f / 3.0f);
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w[2] = ((-0.5f * dz + 0.5f) * dz + 0.5f) * dz + (1.0f / 6.0f);
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w[3] = (1.0f / 6.0f) * dz * dz * dz;
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}
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else { /* Catmull-Rom. */
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u[0] = ((-0.5f * dx + 1.0f) * dx - 0.5f) * dx;
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u[1] = ((1.5f * dx - 2.5f) * dx) * dx + 1.0f;
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u[2] = ((-1.5f * dx + 2.0f) * dx + 0.5f) * dx;
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u[3] = ((0.5f * dx - 0.5f) * dx) * dx;
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v[0] = ((-0.5f * dy + 1.0f) * dy - 0.5f) * dy;
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v[1] = ((1.5f * dy - 2.5f) * dy) * dy + 1.0f;
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v[2] = ((-1.5f * dy + 2.0f) * dy + 0.5f) * dy;
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v[3] = ((0.5f * dy - 0.5f) * dy) * dy;
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w[0] = ((-0.5f * dz + 1.0f) * dz - 0.5f) * dz;
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w[1] = ((1.5f * dz - 2.5f) * dz) * dz + 1.0f;
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w[2] = ((-1.5f * dz + 2.0f) * dz + 0.5f) * dz;
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w[3] = ((0.5f * dz - 0.5f) * dz) * dz;
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}
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return w[0] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] +
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u[2] * data[xc[2] + yc[0] + zc[0]] + u[3] * data[xc[3] + yc[0] + zc[0]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] +
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u[2] * data[xc[2] + yc[1] + zc[0]] + u[3] * data[xc[3] + yc[1] + zc[0]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] +
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u[2] * data[xc[2] + yc[2] + zc[0]] + u[3] * data[xc[3] + yc[2] + zc[0]]) +
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v[3] * (u[0] * data[xc[0] + yc[3] + zc[0]] + u[1] * data[xc[1] + yc[3] + zc[0]] +
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u[2] * data[xc[2] + yc[3] + zc[0]] + u[3] * data[xc[3] + yc[3] + zc[0]])) +
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w[1] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] +
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u[2] * data[xc[2] + yc[0] + zc[1]] + u[3] * data[xc[3] + yc[0] + zc[1]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] +
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u[2] * data[xc[2] + yc[1] + zc[1]] + u[3] * data[xc[3] + yc[1] + zc[1]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] +
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u[2] * data[xc[2] + yc[2] + zc[1]] + u[3] * data[xc[3] + yc[2] + zc[1]]) +
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v[3] * (u[0] * data[xc[0] + yc[3] + zc[1]] + u[1] * data[xc[1] + yc[3] + zc[1]] +
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u[2] * data[xc[2] + yc[3] + zc[1]] + u[3] * data[xc[3] + yc[3] + zc[1]])) +
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w[2] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] +
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u[2] * data[xc[2] + yc[0] + zc[2]] + u[3] * data[xc[3] + yc[0] + zc[2]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] +
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u[2] * data[xc[2] + yc[1] + zc[2]] + u[3] * data[xc[3] + yc[1] + zc[2]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] +
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u[2] * data[xc[2] + yc[2] + zc[2]] + u[3] * data[xc[3] + yc[2] + zc[2]]) +
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v[3] * (u[0] * data[xc[0] + yc[3] + zc[2]] + u[1] * data[xc[1] + yc[3] + zc[2]] +
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u[2] * data[xc[2] + yc[3] + zc[2]] + u[3] * data[xc[3] + yc[3] + zc[2]])) +
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w[3] *
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(v[0] * (u[0] * data[xc[0] + yc[0] + zc[3]] + u[1] * data[xc[1] + yc[0] + zc[3]] +
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u[2] * data[xc[2] + yc[0] + zc[3]] + u[3] * data[xc[3] + yc[0] + zc[3]]) +
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v[1] * (u[0] * data[xc[0] + yc[1] + zc[3]] + u[1] * data[xc[1] + yc[1] + zc[3]] +
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u[2] * data[xc[2] + yc[1] + zc[3]] + u[3] * data[xc[3] + yc[1] + zc[3]]) +
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v[2] * (u[0] * data[xc[0] + yc[2] + zc[3]] + u[1] * data[xc[1] + yc[2] + zc[3]] +
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u[2] * data[xc[2] + yc[2] + zc[3]] + u[3] * data[xc[3] + yc[2] + zc[3]]) +
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v[3] * (u[0] * data[xc[0] + yc[3] + zc[3]] + u[1] * data[xc[1] + yc[3] + zc[3]] +
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u[2] * data[xc[2] + yc[3] + zc[3]] + u[3] * data[xc[3] + yc[3] + zc[3]]));
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}
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return 0.0f;
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}
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