diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/osl/shaders/node_magic_texture.osl | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_magic_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/shaders/node_magic_texture.osl | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_magic_texture.osl b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl new file mode 100644 index 00000000000..476c6895f05 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_magic_texture.osl @@ -0,0 +1,108 @@ +/* + * 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 "stdcycles.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 use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + int depth = 2, + float Distortion = 5.0, + 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); + + Color = magic(p * Scale, depth, Distortion); + Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); +} |