forked from bartvdbraak/blender
Fix #30071: crash with cycles glsl, textures functions (which are stubs still)
got out of sync with node changes.
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5a42ff381c
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@ -2077,8 +2077,15 @@ void node_tex_coord(vec3 I, vec3 N, mat4 toworld,
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/* textures */
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void node_tex_blend(vec3 co, out float fac)
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void node_tex_gradient(vec3 co, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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@ -2088,11 +2095,6 @@ void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
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fac = 1.0;
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}
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void node_tex_distnoise(vec3 co, float size, float distortion, out float fac)
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{
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fac = 1.0;
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}
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void node_tex_environment(vec3 co, sampler2D ima, out vec4 color)
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{
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float u = (atan(co.y, co.x) + M_PI)/(2.0*M_PI);
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@ -2106,88 +2108,19 @@ void node_tex_image(vec3 co, sampler2D ima, out vec4 color)
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color = texture2D(ima, co.xy);
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}
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void node_tex_magic(vec3 p, float turbulence, float n, out vec4 color)
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{
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float turb = turbulence/5.0;
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float x = sin((p.x + p.y + p.z)*5.0);
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float y = cos((-p.x + p.y - p.z)*5.0);
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float z = -cos((-p.x - p.y + p.z)*5.0);
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if(n > 0.0) {
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x *= turb;
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y *= turb;
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z *= turb;
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y = -cos(x-y+z);
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y *= turb;
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if(n > 1.0) {
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x= cos(x-y-z);
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x *= turb;
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if(n > 2.0) {
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z= sin(-x-y-z);
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z *= turb;
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if(n > 3.0) {
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x= -cos(-x+y-z);
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x *= turb;
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if(n > 4.0) {
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y= -sin(-x+y+z);
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y *= turb;
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if(n > 5.0) {
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y= -cos(-x+y+z);
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y *= turb;
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if(n > 6.0) {
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x= cos(x+y+z);
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x *= turb;
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if(n > 7.0) {
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z= sin(x+y-z);
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z *= turb;
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if(n > 8.0) {
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x= -cos(-x-y+z);
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x *= turb;
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if(n > 9.0) {
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y= -sin(x-y+z);
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y *= turb;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if(turb != 0.0) {
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turb *= 2.0;
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x /= turb;
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y /= turb;
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z /= turb;
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}
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color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0);
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}
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void node_tex_marble(vec3 co, float size, float turbulence, out float fac)
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void node_tex_magic(vec3 p, float scale, float distortion, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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void node_tex_musgrave(vec3 co, float size, float dimension, float lacunarity, float octaves, float offset, float gain, out float fac)
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void node_tex_musgrave(vec3 co, float scale, float detail, float dimension, float lacunarity, float offset, float gain, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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void node_tex_noise(vec3 co, out vec4 color, out float fac)
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void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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@ -2198,19 +2131,15 @@ void node_tex_sky(vec3 co, out vec4 color)
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color = vec4(1.0);
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}
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void node_tex_stucci(vec3 co, float size, float turbulence, out float fac)
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{
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fac = 1.0;
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}
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void node_tex_voronoi(vec3 co, float size, float weight1, float weight2, float weight3, float weight4, float exponent, out vec4 color, out float fac)
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void node_tex_voronoi(vec3 co, float scale, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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void node_tex_wood(vec3 co, float size, float turbulence, out float fac)
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void node_tex_wave(vec3 co, float scale, float distortion, float detail, float detail_scale, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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