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Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_magic_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_magic_texture.osl103
1 files changed, 103 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_magic_texture.osl b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl
new file mode 100644
index 00000000000..0b6e980debc
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl
@@ -0,0 +1,103 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "stdosl.h"
+#include "node_texture.h"
+
+/* Magic */
+
+color magic(point p, int n, float turbulence)
+{
+ float turb = turbulence/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) {
+ x *= turb;
+ y *= turb;
+ z *= turb;
+ y = -cos(x-y+z);
+ y *= turb;
+
+ if(n > 1) {
+ x= cos(x-y-z);
+ x *= turb;
+
+ if(n > 2) {
+ z= sin(-x-y-z);
+ z *= turb;
+
+ if(n > 3) {
+ x= -cos(-x+y-z);
+ x *= turb;
+
+ if(n > 4) {
+ y= -sin(-x+y+z);
+ y *= turb;
+
+ if(n > 5) {
+ y= -cos(-x+y+z);
+ y *= turb;
+
+ if(n > 6) {
+ x= cos(x+y+z);
+ x *= turb;
+
+ if(n > 7) {
+ z= sin(x+y-z);
+ z *= turb;
+
+ if(n > 8) {
+ x= -cos(-x-y+z);
+ x *= turb;
+
+ if(n > 9) {
+ y= -sin(x-y+z);
+ y *= turb;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if(turb != 0.0) {
+ turb *= 2.0;
+ x /= turb;
+ y /= turb;
+ z /= turb;
+ }
+
+ return color(0.5 - x, 0.5 - y, 0.5 - z);
+}
+
+shader node_magic_texture(
+ int Depth = 2,
+ float Turbulence = 5.0,
+ point Vector = P,
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ Color = magic(Vector, Depth, Turbulence);
+}
+