diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/shaders/node_noise_texture.osl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/kernel/shaders/node_noise_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_noise_texture.osl | 63 |
1 files changed, 31 insertions, 32 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl index 42a30897341..2cbd571e206 100644 --- a/intern/cycles/kernel/shaders/node_noise_texture.osl +++ b/intern/cycles/kernel/shaders/node_noise_texture.osl @@ -21,41 +21,40 @@ float noise(point ip, float distortion, float detail, output color Color) { - point r; - point p = ip; - int hard = 0; - - if (distortion != 0.0) { - r[0] = safe_noise(p + point(13.5), "unsigned") * distortion; - r[1] = safe_noise(p, "unsigned") * distortion; - r[2] = safe_noise(p - point(13.5), "unsigned") * distortion; - - p += r; - } - - float fac = noise_turbulence(p, detail, hard); - - Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard), - noise_turbulence(point(p[1], p[2], p[0]), detail, hard)); - - return fac; + point r; + point p = ip; + int hard = 0; + + if (distortion != 0.0) { + r[0] = safe_noise(p + point(13.5), "unsigned") * distortion; + r[1] = safe_noise(p, "unsigned") * distortion; + r[2] = safe_noise(p - point(13.5), "unsigned") * distortion; + + p += r; + } + + float fac = noise_turbulence(p, detail, hard); + + Color = color(fac, + noise_turbulence(point(p[1], p[0], p[2]), detail, hard), + noise_turbulence(point(p[1], p[2], p[0]), detail, hard)); + + return fac; } -shader node_noise_texture( - int use_mapping = 0, - matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), - float Distortion = 0.0, - float Scale = 5.0, - float Detail = 2.0, - point Vector = P, - output float Fac = 0.0, - output color Color = 0.0) +shader node_noise_texture(int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + float Distortion = 0.0, + float Scale = 5.0, + float Detail = 2.0, + point Vector = P, + output float Fac = 0.0, + output color Color = 0.0) { - point p = Vector; + point p = Vector; - if (use_mapping) - p = transform(mapping, p); + if (use_mapping) + p = transform(mapping, p); - Fac = noise(p * Scale, Distortion, Detail, Color); + Fac = noise(p * Scale, Distortion, Detail, Color); } - |