/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" #include "node_texture.h" /* Turbulence */ shader node_clouds_texture( string Basis = "Perlin", int Hard = 0, int Depth = 2, float Size = 0.25, point Vector = P, output float Fac = 0.0, output color Color = color(0.0, 0.0, 0.0)) { float size = nonzero(Size, 1e-5); point p = Vector/size; Fac = noise_turbulence(p, Basis, Depth, Hard); Color[0] = Fac; Color[1] = noise_turbulence(point(p[1], p[0], p[2]), Basis, Depth, Hard); Color[2] = noise_turbulence(point(p[1], p[2], p[0]), Basis, Depth, Hard); }