blender/intern/cycles/kernel/shaders/node_noise_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"
/* Noise */
float noise(point p, string basis, float distortion, float detail, float fac, color Color)
{
point r;
int hard = 0;
if (distortion != 0.0) {
r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion;
p += r;
}
fac = noise_turbulence(p, basis, detail, hard);
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
return fac;
}
shader node_noise_texture(
float Distortion = 0.0,
float Scale = 5.0,
float Detail = 2.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
string Basis = "Perlin";
Fac = noise(Vector * Scale, Basis, Distortion, Detail, Fac, Color);
}