diff options
Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_magic_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/nodes/node_magic_texture.osl | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_magic_texture.osl b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl index c013ebfe658..e464b83bc9e 100644 --- a/intern/cycles/kernel/osl/nodes/node_magic_texture.osl +++ b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl @@ -25,51 +25,51 @@ 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); + 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) { + if (n > 0) { x *= dist; y *= dist; z *= dist; - y = -cos(x-y+z); + y = -cos(x - y + z); y *= dist; - if(n > 1) { - x = cos(x-y-z); + if (n > 1) { + x = cos(x - y - z); x *= dist; - if(n > 2) { - z = sin(-x-y-z); + if (n > 2) { + z = sin(-x - y - z); z *= dist; - if(n > 3) { - x = -cos(-x+y-z); + if (n > 3) { + x = -cos(-x + y - z); x *= dist; - if(n > 4) { - y = -sin(-x+y+z); + if (n > 4) { + y = -sin(-x + y + z); y *= dist; - if(n > 5) { - y = -cos(-x+y+z); + if (n > 5) { + y = -cos(-x + y + z); y *= dist; - if(n > 6) { - x = cos(x+y+z); + if (n > 6) { + x = cos(x + y + z); x *= dist; - if(n > 7) { - z = sin(x+y-z); + if (n > 7) { + z = sin(x + y - z); z *= dist; - if(n > 8) { - x = -cos(-x-y+z); + if (n > 8) { + x = -cos(-x - y + z); x *= dist; - if(n > 9) { - y = -sin(x-y+z); + if (n > 9) { + y = -sin(x - y + z); y *= dist; } } @@ -82,7 +82,7 @@ color magic(point p, int n, float distortion) } } - if(dist != 0.0) { + if (dist != 0.0) { dist *= 2.0; x /= dist; y /= dist; @@ -99,6 +99,6 @@ shader node_magic_texture( point Vector = P, output color Color = color(0.0, 0.0, 0.0)) { - Color = magic(Vector*Scale, Depth, Distortion); + Color = magic(Vector * Scale, Depth, Distortion); } |