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authorBrecht Van Lommel <brecht@blender.org>2021-07-19 19:39:43 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-07-30 19:44:26 +0300
commit3848507511a7546ab396c80f069b48de3332860f (patch)
tree86c81ecfa6921b776931b4b952ec0a58a79da68f
parentb90887da5a37088d295fe86445cf62c9fc8fdea4 (diff)
Cleanup: clarify license and origin of voronoi and dithering code
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl10
-rw-r--r--intern/cycles/kernel/svm/svm_voronoi.h9
-rw-r--r--source/blender/blenlib/intern/math_color_inline.c16
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl10
4 files changed, 29 insertions, 16 deletions
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index e184c26aec8..de6c697fc85 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -54,14 +54,18 @@ vector4 safe_divide(vector4 a, float b)
}
/*
- * Smooth Voronoi:
+ * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
*
+ * Smooth Voronoi:
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
- * Distance To Edge:
+ * Distance To Edge based on:
*
- * - https://www.shadertoy.com/view/llG3zy
+ * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
+ * - https://www.shadertoy.com/view/ldl3W8
*
+ * With optimization to change -2..2 scan window to -1..1 for better performance,
+ * as explained in https://www.shadertoy.com/view/llG3zy.
*/
/* **** 1D Voronoi **** */
diff --git a/intern/cycles/kernel/svm/svm_voronoi.h b/intern/cycles/kernel/svm/svm_voronoi.h
index 10d17403f65..d0e7db35fab 100644
--- a/intern/cycles/kernel/svm/svm_voronoi.h
+++ b/intern/cycles/kernel/svm/svm_voronoi.h
@@ -17,14 +17,19 @@
CCL_NAMESPACE_BEGIN
/*
+ * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
+ *
* Smooth Voronoi:
*
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
- * Distance To Edge:
+ * Distance To Edge based on:
*
- * - https://www.shadertoy.com/view/llG3zy
+ * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
+ * - https://www.shadertoy.com/view/ldl3W8
*
+ * With optimization to change -2..2 scan window to -1..1 for better performance,
+ * as explained in https://www.shadertoy.com/view/llG3zy.
*/
/* **** 1D Voronoi **** */
diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c
index a5a687ef9fe..ad4b844175f 100644
--- a/source/blender/blenlib/intern/math_color_inline.c
+++ b/source/blender/blenlib/intern/math_color_inline.c
@@ -322,16 +322,14 @@ MINLINE int compare_rgb_uchar(const unsigned char col_a[3],
/* Return triangle noise in [-0.5..1.5[ range */
MINLINE float dither_random_value(float s, float t)
{
- /* Original code from https://www.shadertoy.com/view/4t2SDh */
- /* The noise reshaping technique does not work on CPU.
- * We generate and merge two distribution instead */
- /* Uniform noise in [0..1[ range */
- float nrnd0 = sinf(s * 12.9898f + t * 78.233f) * 43758.5453f;
- float nrnd1 = sinf(s * 19.9898f + t * 119.233f) * 43798.5453f;
- nrnd0 -= floorf(nrnd0);
- nrnd1 -= floorf(nrnd1);
+ /* Uniform noise in [0..1[ range, using common GLSL hash function.
+ * https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner. */
+ float hash0 = sinf(s * 12.9898f + t * 78.233f) * 43758.5453f;
+ float hash1 = sinf(s * 19.9898f + t * 119.233f) * 43798.5453f;
+ hash0 -= floorf(hash0);
+ hash1 -= floorf(hash1);
/* Convert uniform distribution into triangle-shaped distribution. */
- return nrnd0 + nrnd1 - 0.5f;
+ return hash0 + hash0 - 0.5f;
}
MINLINE void float_to_byte_dither_v3(
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index 40f76b9cacc..0f69a4b9aa0 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -1,11 +1,17 @@
/*
+ * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
+ *
* Smooth Voronoi:
*
* - https://wiki.blender.org/wiki/User:OmarSquircleArt/GSoC2019/Documentation/Smooth_Voronoi
*
- * Distance To Edge:
+ * Distance To Edge based on:
+ *
+ * - https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
+ * - https://www.shadertoy.com/view/ldl3W8
*
- * - https://www.shadertoy.com/view/llG3zy
+ * With optimization to change -2..2 scan window to -1..1 for better performance,
+ * as explained in https://www.shadertoy.com/view/llG3zy.
*
*/