blender/intern/cycles/kernel/shaders/node_magic_texture.osl
Brecht Van Lommel 615fe0295f Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
2012-11-03 14:32:13 +00:00

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/*
* 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"
/* Magic */
color magic(point p, int n, float distortion)
{
float dist = distortion;
float x = sin(( p[0] + p[1] + p[2]) * 5.0);
float y = cos((-p[0] + p[1] - p[2]) * 5.0);
float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
if (n > 0) {
x *= dist;
y *= dist;
z *= dist;
y = -cos(x - y + z);
y *= dist;
if (n > 1) {
x = cos(x - y - z);
x *= dist;
if (n > 2) {
z = sin(-x - y - z);
z *= dist;
if (n > 3) {
x = -cos(-x + y - z);
x *= dist;
if (n > 4) {
y = -sin(-x + y + z);
y *= dist;
if (n > 5) {
y = -cos(-x + y + z);
y *= dist;
if (n > 6) {
x = cos(x + y + z);
x *= dist;
if (n > 7) {
z = sin(x + y - z);
z *= dist;
if (n > 8) {
x = -cos(-x - y + z);
x *= dist;
if (n > 9) {
y = -sin(x - y + z);
y *= dist;
}
}
}
}
}
}
}
}
}
}
if (dist != 0.0) {
dist *= 2.0;
x /= dist;
y /= dist;
z /= dist;
}
return color(0.5 - x, 0.5 - y, 0.5 - z);
}
shader node_magic_texture(
int Depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output color Color = color(0.0, 0.0, 0.0))
{
Color = magic(Vector * Scale, Depth, Distortion);
}