blender/intern/cycles/kernel/shaders/node_noise_texture.osl

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/*
* 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.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Noise */
float noise(point p, float distortion, float detail, float fac, color Color)
{
point r;
int hard = 0;
if (distortion != 0.0) {
r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
r[1] = safe_noise(p, "unsigned") * distortion;
r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
p += r;
}
fac = noise_turbulence(p, detail, hard);
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
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return fac;
}
shader node_noise_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Distortion = 0.0,
float Scale = 5.0,
float Detail = 2.0,
point Vector = P,
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output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
}