diff options
author | Thomas Dinges <blender@dingto.org> | 2013-08-10 04:52:57 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-08-10 04:52:57 +0400 |
commit | 30f279be26b70dc389f8300e8f5fb95d69c4b723 (patch) | |
tree | 9b8ed6324d3df11b3a22af05c66aaf660ebf5bbf /intern/cycles/kernel/shaders | |
parent | 743a7a4a4b2b6999b911704b6367962fc365474a (diff) |
Code cleanup / Cycles:
* Remove code for the unused Wave texture variations.
We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here.
We can always get the code back from SVN if we need something.
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_texture.h | 25 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_wave_texture.osl | 2 |
2 files changed, 1 insertions, 26 deletions
diff --git a/intern/cycles/kernel/shaders/node_texture.h b/intern/cycles/kernel/shaders/node_texture.h index 645be23c6a5..e7801c0aba2 100644 --- a/intern/cycles/kernel/shaders/node_texture.h +++ b/intern/cycles/kernel/shaders/node_texture.h @@ -198,31 +198,6 @@ float noise_basis_hard(point p, string basis, int hard) return (hard) ? fabs(2.0 * t - 1.0) : t; } -/* Waves */ - -float noise_wave(string wave, float a) -{ - if (wave == "Sine") { - return 0.5 + 0.5 * sin(a); - } - if (wave == "Saw") { - float b = 2 * M_PI; - int n = (int)(a / b); - a -= n * b; - if (a < 0) a += b; - - return a / b; - } - if (wave == "Tri") { - float b = 2 * M_PI; - float rmax = 1.0; - - return rmax - 2.0 * fabs(floor((a * (1.0 / b)) + 0.5) - (a * (1.0 / b))); - } - - return 0.0; -} - /* Turbulence */ float noise_turbulence(point p, string basis, float details, int hard) diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl index 12b837bc448..93d45ded9c3 100644 --- a/intern/cycles/kernel/shaders/node_wave_texture.osl +++ b/intern/cycles/kernel/shaders/node_wave_texture.osl @@ -39,7 +39,7 @@ float wave(point p, float scale, string type, float detail, float distortion, fl if (distortion != 0.0) { n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0)); } - return noise_wave("Sine", n); + return 0.5 + 0.5 * sin(n); } shader node_wave_texture( |