use math functions rather then macros for bicubic interpolation.
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@@ -44,10 +44,10 @@
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static float P(float k)
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{
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float p1, p2, p3, p4;
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p1 = MAX2(k + 2.0f, 0);
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p2 = MAX2(k + 1.0f, 0);
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p3 = MAX2(k, 0);
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p4 = MAX2(k - 1.0f, 0);
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p1 = max_ff(k + 2.0f, 0.0f);
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p2 = max_ff(k + 1.0f, 0.0f);
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p3 = max_ff(k, 0.0f);
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p4 = max_ff(k - 1.0f, 0.0f);
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return (float)(1.0f / 6.0f) * (p1 * p1 * p1 - 4.0f * p2 * p2 * p2 + 6.0f * p3 * p3 * p3 - 4.0f * p4 * p4 * p4);
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}
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@@ -357,7 +357,7 @@ static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
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uiBlockLayoutResolve(node->block, NULL, &buty);
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/* ensure minimum socket height in case layout is empty */
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buty = MIN2(buty, dy - NODE_DY);
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buty = min_ii(buty, dy - NODE_DY);
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nsock->locx = locx + NODE_WIDTH(node);
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/* place the socket circle in the middle of the layout */
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@@ -444,7 +444,7 @@ static void node_update_basis(const bContext *C, bNodeTree *ntree, bNode *node)
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uiBlockLayoutResolve(node->block, NULL, &buty);
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/* ensure minimum socket height in case layout is empty */
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buty = MIN2(buty, dy - NODE_DY);
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buty = min_ii(buty, dy - NODE_DY);
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nsock->locx = locx;
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/* place the socket circle in the middle of the layout */
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