forked from bartvdbraak/blender
Cycles / OSL Fixes:
* OSL textures were never updated after the refactor in november 2011. * Remove stucci texture and renamed blend to gradient.
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@ -5,7 +5,6 @@ set(SRC_OSL
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node_add_closure.osl
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node_attribute.osl
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node_background.osl
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node_blend_texture.osl
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node_bump.osl
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node_camera.osl
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node_clouds_texture.osl
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@ -20,6 +19,7 @@ set(SRC_OSL
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node_environment_texture.osl
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node_fresnel.osl
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node_gamma.osl
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node_gradient_texture.osl
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node_brightness.osl
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node_geometry.osl
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node_glass_bsdf.osl
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@ -43,7 +43,6 @@ set(SRC_OSL
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node_output_volume.osl
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node_sepcomb_rgb.osl
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node_sky_texture.osl
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node_stucci_texture.osl
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node_texture_coordinate.osl
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node_translucent_bsdf.osl
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node_transparent_bsdf.osl
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@ -19,9 +19,9 @@
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#include "stdosl.h"
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#include "node_texture.h"
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/* Blend */
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/* Gradient */
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float blend(point p, string progression, string axis)
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float gradient(point p, string progression, string axis)
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{
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float x, y;
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@ -67,12 +67,12 @@ float blend(point p, string progression, string axis)
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return result;
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}
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shader node_blend_texture(
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shader node_gradient_texture(
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string Progression = "Linear",
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string Axis = "Horizontal",
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point Vector = P,
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output float Fac = 0.0)
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{
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Fac = blend(Vector, Progression, Axis);
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Fac = gradient(Vector, Progression, Axis);
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}
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@ -1,49 +0,0 @@
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* Stucci */
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shader node_stucci_texture(
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string Type = "Plastic",
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string Basis = "Perlin",
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int Hard = 0,
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float Turbulence = 1.0,
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float Size = 0.25,
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point Vector = P,
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output float Fac = 0.0)
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{
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float size = nonzero(Size, 1e-5);
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point p = Vector/size;
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float b2 = noise_basis_hard(p, Basis, Hard);
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float ofs = Turbulence/200.0;
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if(Type != "Plastic")
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ofs *= b2*b2;
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Fac = noise_basis_hard(point(p[0], p[1], p[2]+ofs), Basis, Hard);
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if(Type == "Wall Out")
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Fac = 1.0 - Fac;
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Fac = max(Fac, 0.0);
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}
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