Cycles / OSL:

* First batch of compile fixes for several shaders, mainly syntax errors.
This commit is contained in:
Thomas Dinges 2012-09-02 12:24:04 +00:00
parent 748582f49e
commit 23dca13691
5 changed files with 6 additions and 6 deletions

@ -40,7 +40,7 @@ float safe_log(float a, float b)
shader node_math( shader node_math(
string type = "Add", string type = "Add",
int Clamp = false, int Clamp = 0,
float Value1 = 0.0, float Value1 = 0.0,
float Value2 = 0.0, float Value2 = 0.0,
output float Value = 0.0) output float Value = 0.0)

@ -280,7 +280,7 @@ color node_mix_clamp(color col)
shader node_mix( shader node_mix(
string type = "Mix", string type = "Mix",
int Clamp = false, int Clamp = 0,
float Fac = 0.5, float Fac = 0.5,
color Color1 = color(0.0, 0.0, 0.0), color Color1 = color(0.0, 0.0, 0.0),
color Color2 = color(0.0, 0.0, 0.0), color Color2 = color(0.0, 0.0, 0.0),

@ -27,7 +27,7 @@ float noise(point p, string basis, float distortion, float detail)
int hard = 0; int hard = 0;
float fac = 0.0; float fac = 0.0;
if(distortion != 0.0( { if(distortion != 0.0) {
r[0] = noise_basis(p + point(13.5), basis) * distortion; r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion; r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion; r[2] = noise_basis(p - point(13.5), basis) * distortion;

@ -22,7 +22,7 @@ shader node_normal(
normal Direction = normal(0.0, 0.0, 0.0), normal Direction = normal(0.0, 0.0, 0.0),
normal NormalIn = normal(0.0, 0.0, 0.0), normal NormalIn = normal(0.0, 0.0, 0.0),
output normal NormalOut = normal(0.0, 0.0, 0.0), output normal NormalOut = normal(0.0, 0.0, 0.0),
output float Dot = 1.0 output float Dot = 1.0)
{ {
Direction = normalize(Direction); Direction = normalize(Direction);
NormalOut = Direction; NormalOut = Direction;

@ -31,14 +31,14 @@ float wave(point p, float scale, string type, float detail, float distortion, fl
float n = 0.0; float n = 0.0;
if(type == "Bands") { if(type == "Bands") {
n = (x + y + z)*10.0); n = (x + y + z)*10.0;
} }
else if(type == "Rings") { else if(type == "Rings") {
n = (sqrt(x*x + y*y + z*z)*20.0); n = (sqrt(x*x + y*y + z*z)*20.0);
} }
if(distortion != 0.0) { if(distortion != 0.0) {
n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0); n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0));
} }
result = noise_wave("Sine", n); result = noise_wave("Sine", n);