diff options
Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_marble_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/nodes/node_marble_texture.osl | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_marble_texture.osl b/intern/cycles/kernel/osl/nodes/node_marble_texture.osl new file mode 100644 index 00000000000..9e18dee3235 --- /dev/null +++ b/intern/cycles/kernel/osl/nodes/node_marble_texture.osl @@ -0,0 +1,58 @@ +/* + * 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" + +/* Marble */ + +float marble(point p, float size, string type, string wave, string basis, int hard, float turb, int depth) +{ + float x = p[0]; + float y = p[1]; + float z = p[2]; + + float n = 5.0 * (x + y + z); + + float mi = n + turb * noise_turbulence(p/size, basis, depth, hard); + + mi = noise_wave(wave, mi); + + if(type == "Sharp") + mi = sqrt(mi); + else if(type == "Sharper") + mi = sqrt(sqrt(mi)); + + return mi; +} + +shader node_marble_texture( + string Type = "Soft", + string Wave = "Sine", + string Basis = "Perlin", + int Hard = 0, + float Size = 0.25, + float Turbulence = 5.0, + int Depth = 2, + point Vector = P, + output float Fac = 0.0) +{ + float size = nonzero(Size, 1e-5); + Fac = marble(Vector, size, Type, Wave, Basis, Hard, Turbulence, Depth); +} + |