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-rw-r--r--intern/cycles/kernel/shaders/node_white_noise_texture.osl12
-rw-r--r--intern/cycles/kernel/svm/svm_white_noise.h68
-rw-r--r--intern/cycles/render/nodes.cpp5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c1
5 files changed, 71 insertions, 27 deletions
diff --git a/intern/cycles/kernel/shaders/node_white_noise_texture.osl b/intern/cycles/kernel/shaders/node_white_noise_texture.osl
index f026fb4ab39..95f91d25e5e 100644
--- a/intern/cycles/kernel/shaders/node_white_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_white_noise_texture.osl
@@ -15,23 +15,33 @@
*/
#include "stdosl.h"
+#include "vector2.h"
+#include "vector4.h"
+#include "node_hash.h"
+
+#define vector3 point
shader node_white_noise_texture(string dimensions = "3D",
point Vector = point(0.0, 0.0, 0.0),
float W = 0.0,
- output float Value = 0.0)
+ output float Value = 0.0,
+ output color Color = 0.0)
{
if (dimensions == "1D") {
Value = noise("hash", W);
+ Color = hash_float_to_color(W);
}
else if (dimensions == "2D") {
Value = noise("hash", Vector[0], Vector[1]);
+ Color = hash_vector2_to_color(vector2(Vector[0], Vector[1]));
}
else if (dimensions == "3D") {
Value = noise("hash", Vector);
+ Color = hash_vector3_to_color(vector3(Vector[0], Vector[1], Vector[2]));
}
else if (dimensions == "4D") {
Value = noise("hash", Vector, W);
+ Color = hash_vector4_to_color(vector4(Vector[0], Vector[1], Vector[2], W));
}
else {
warning("%s", "Unknown dimension!");
diff --git a/intern/cycles/kernel/svm/svm_white_noise.h b/intern/cycles/kernel/svm/svm_white_noise.h
index 71d4591d25d..b30d85acaec 100644
--- a/intern/cycles/kernel/svm/svm_white_noise.h
+++ b/intern/cycles/kernel/svm/svm_white_noise.h
@@ -21,35 +21,61 @@ ccl_device void svm_node_tex_white_noise(KernelGlobals *kg,
float *stack,
uint dimensions,
uint inputs_stack_offsets,
- uint value_stack_offset,
+ uint ouptuts_stack_offsets,
int *offset)
{
- uint vector_stack_offset, w_stack_offset;
+ uint vector_stack_offset, w_stack_offset, value_stack_offset, color_stack_offset;
svm_unpack_node_uchar2(inputs_stack_offsets, &vector_stack_offset, &w_stack_offset);
+ svm_unpack_node_uchar2(ouptuts_stack_offsets, &value_stack_offset, &color_stack_offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float w = stack_load_float(stack, w_stack_offset);
- float value;
- switch (dimensions) {
- case 1:
- value = hash_float_to_float(w);
- break;
- case 2:
- value = hash_float2_to_float(make_float2(vector.x, vector.y));
- break;
- case 3:
- value = hash_float3_to_float(vector);
- break;
- case 4:
- value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
- break;
- default:
- value = 0.0f;
- kernel_assert(0);
- break;
+ if (stack_valid(color_stack_offset)) {
+ float3 color;
+ switch (dimensions) {
+ case 1:
+ color = hash_float_to_float3(w);
+ break;
+ case 2:
+ color = hash_float2_to_float3(make_float2(vector.x, vector.y));
+ break;
+ case 3:
+ color = hash_float3_to_float3(vector);
+ break;
+ case 4:
+ color = hash_float4_to_float3(make_float4(vector.x, vector.y, vector.z, w));
+ break;
+ default:
+ color = make_float3(1.0f, 0.0f, 1.0f);
+ kernel_assert(0);
+ break;
+ }
+ stack_store_float3(stack, color_stack_offset, color);
+ }
+
+ if (stack_valid(value_stack_offset)) {
+ float value;
+ switch (dimensions) {
+ case 1:
+ value = hash_float_to_float(w);
+ break;
+ case 2:
+ value = hash_float2_to_float(make_float2(vector.x, vector.y));
+ break;
+ case 3:
+ value = hash_float3_to_float(vector);
+ break;
+ case 4:
+ value = hash_float4_to_float(make_float4(vector.x, vector.y, vector.z, w));
+ break;
+ default:
+ value = 0.0f;
+ kernel_assert(0);
+ break;
+ }
+ stack_store_float(stack, value_stack_offset, value);
}
- stack_store_float(stack, value_stack_offset, value);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index e4339b40744..bdab2a99897 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1288,6 +1288,7 @@ NODE_DEFINE(WhiteNoiseTextureNode)
SOCKET_IN_FLOAT(w, "W", 0.0f);
SOCKET_OUT_FLOAT(value, "Value");
+ SOCKET_OUT_COLOR(color, "Color");
return type;
}
@@ -1301,15 +1302,17 @@ void WhiteNoiseTextureNode::compile(SVMCompiler &compiler)
ShaderInput *vector_in = input("Vector");
ShaderInput *w_in = input("W");
ShaderOutput *value_out = output("Value");
+ ShaderOutput *color_out = output("Color");
int vector_stack_offset = compiler.stack_assign(vector_in);
int w_stack_offset = compiler.stack_assign(w_in);
int value_stack_offset = compiler.stack_assign(value_out);
+ int color_stack_offset = compiler.stack_assign(color_out);
compiler.add_node(NODE_TEX_WHITE_NOISE,
dimensions,
compiler.encode_uchar4(vector_stack_offset, w_stack_offset),
- value_stack_offset);
+ compiler.encode_uchar4(value_stack_offset, color_stack_offset));
}
void WhiteNoiseTextureNode::compile(OSLCompiler &compiler)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
index fce511deb79..b11d13a0413 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
@@ -1,21 +1,25 @@
/* White Noise */
-void node_white_noise_1d(vec3 vector, float w, out float value)
+void node_white_noise_1d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_float_to_float(w);
+ color.xyz = hash_float_to_vec3(w);
}
-void node_white_noise_2d(vec3 vector, float w, out float value)
+void node_white_noise_2d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec2_to_float(vector.xy);
+ color.xyz = hash_vec2_to_vec3(vector.xy);
}
-void node_white_noise_3d(vec3 vector, float w, out float value)
+void node_white_noise_3d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec3_to_float(vector);
+ color.xyz = hash_vec3_to_vec3(vector);
}
-void node_white_noise_4d(vec3 vector, float w, out float value)
+void node_white_noise_4d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec4_to_float(vec4(vector, w));
+ color.xyz = hash_vec4_to_vec3(vec4(vector, w));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
index ec4fedec27c..0dfacb19729 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.c
@@ -28,6 +28,7 @@ static bNodeSocketTemplate sh_node_tex_white_noise_in[] = {
static bNodeSocketTemplate sh_node_tex_white_noise_out[] = {
{SOCK_FLOAT, 0, N_("Value")},
+ {SOCK_RGBA, 0, N_("Color")},
{-1, 0, ""},
};