/*
* 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"
/* Voronoi */
shader node_voronoi_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string Coloring = "Intensity",
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
/* compute distance and point coordinate of 4 nearest neighbours */
float da[4];
point pa[4];
voronoi(p * Scale, "Distance Squared", 1.0, da, pa);
/* Colored output */
if (Coloring == "Intensity") {
Fac = fabs(da[0]);
Color = color(Fac);
}
else {
Color = cellnoise_color(pa[0]);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);