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Diffstat (limited to 'intern/cycles/kernel/shaders/node_brick_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_brick_texture.osl165
1 files changed, 90 insertions, 75 deletions
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
index 9d2e5b74ce6..0abc3574c48 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -21,85 +21,100 @@
float brick_noise(int ns) /* fast integer noise */
{
- int nn;
- int n = (ns + 1013) & 2147483647;
- n = (n >> 13) ^ n;
- nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
- return 0.5 * ((float)nn / 1073741824.0);
+ int nn;
+ int n = (ns + 1013) & 2147483647;
+ n = (n >> 13) ^ n;
+ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
+ return 0.5 * ((float)nn / 1073741824.0);
}
-float brick(point p, float mortar_size, float mortar_smooth, float bias,
- float BrickWidth, float row_height, float offset_amount, int offset_frequency,
- float squash_amount, int squash_frequency, output float tint)
+float brick(point p,
+ float mortar_size,
+ float mortar_smooth,
+ float bias,
+ float BrickWidth,
+ float row_height,
+ float offset_amount,
+ int offset_frequency,
+ float squash_amount,
+ int squash_frequency,
+ output float tint)
{
- int bricknum, rownum;
- float offset = 0.0;
- float brick_width = BrickWidth;
- float x, y;
-
- rownum = (int)floor(p[1] / row_height);
-
- if (offset_frequency && squash_frequency) {
- brick_width *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */
- offset = (rownum % offset_frequency) ? 0.0 : (brick_width * offset_amount); /* offset */
- }
-
- bricknum = (int)floor((p[0] + offset) / brick_width);
-
- x = (p[0] + offset) - brick_width * bricknum;
- y = p[1] - row_height * rownum;
-
- tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0);
-
- float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
- if(min_dist >= mortar_size) {
- return 0.0;
- }
- else if(mortar_smooth == 0.0) {
- return 1.0;
- }
- else {
- min_dist = 1.0 - min_dist/mortar_size;
- return smoothstep(0.0, mortar_smooth, min_dist);
- }
+ int bricknum, rownum;
+ float offset = 0.0;
+ float brick_width = BrickWidth;
+ float x, y;
+
+ rownum = (int)floor(p[1] / row_height);
+
+ if (offset_frequency && squash_frequency) {
+ brick_width *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */
+ offset = (rownum % offset_frequency) ? 0.0 : (brick_width * offset_amount); /* offset */
+ }
+
+ bricknum = (int)floor((p[0] + offset) / brick_width);
+
+ x = (p[0] + offset) - brick_width * bricknum;
+ y = p[1] - row_height * rownum;
+
+ tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0);
+
+ float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
+ if (min_dist >= mortar_size) {
+ return 0.0;
+ }
+ else if (mortar_smooth == 0.0) {
+ return 1.0;
+ }
+ else {
+ min_dist = 1.0 - min_dist / mortar_size;
+ return smoothstep(0.0, mortar_smooth, min_dist);
+ }
}
-shader node_brick_texture(
- int use_mapping = 0,
- matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- float offset = 0.5,
- int offset_frequency = 2,
- float squash = 1.0,
- int squash_frequency = 1,
- point Vector = P,
- color Color1 = 0.2,
- color Color2 = 0.8,
- color Mortar = 0.0,
- float Scale = 5.0,
- float MortarSize = 0.02,
- float MortarSmooth = 0.0,
- float Bias = 0.0,
- float BrickWidth = 0.5,
- float RowHeight = 0.25,
- output float Fac = 0.0,
- output color Color = 0.2)
+shader node_brick_texture(int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
+ float offset = 0.5,
+ int offset_frequency = 2,
+ float squash = 1.0,
+ int squash_frequency = 1,
+ point Vector = P,
+ color Color1 = 0.2,
+ color Color2 = 0.8,
+ color Mortar = 0.0,
+ float Scale = 5.0,
+ float MortarSize = 0.02,
+ float MortarSmooth = 0.0,
+ float Bias = 0.0,
+ float BrickWidth = 0.5,
+ float RowHeight = 0.25,
+ output float Fac = 0.0,
+ output color Color = 0.2)
{
- point p = Vector;
-
- if (use_mapping)
- p = transform(mapping, p);
-
- float tint = 0.0;
- color Col = Color1;
-
- Fac = brick(p * Scale, MortarSize, MortarSmooth, Bias, BrickWidth, RowHeight,
- offset, offset_frequency, squash, squash_frequency, tint);
-
- if (Fac != 1.0) {
- float facm = 1.0 - tint;
- Col = facm * Color1 + tint * Color2;
- }
-
- Color = mix(Col, Mortar, Fac);
-}
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ float tint = 0.0;
+ color Col = Color1;
+ Fac = brick(p * Scale,
+ MortarSize,
+ MortarSmooth,
+ Bias,
+ BrickWidth,
+ RowHeight,
+ offset,
+ offset_frequency,
+ squash,
+ squash_frequency,
+ tint);
+
+ if (Fac != 1.0) {
+ float facm = 1.0 - tint;
+ Col = facm * Color1 + tint * Color2;
+ }
+
+ Color = mix(Col, Mortar, Fac);
+}