diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_brick_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_brick_texture.osl | 165 |
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); +} |