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Diffstat (limited to 'intern/cycles/kernel/shaders/node_magic_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_magic_texture.osl108
1 files changed, 0 insertions, 108 deletions
diff --git a/intern/cycles/kernel/shaders/node_magic_texture.osl b/intern/cycles/kernel/shaders/node_magic_texture.osl
deleted file mode 100644
index 476c6895f05..00000000000
--- a/intern/cycles/kernel/shaders/node_magic_texture.osl
+++ /dev/null
@@ -1,108 +0,0 @@
-/*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include "stdcycles.h"
-
-/* Magic */
-
-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);
-
- if (n > 0) {
- x *= dist;
- y *= dist;
- z *= dist;
- y = -cos(x - y + z);
- y *= dist;
-
- if (n > 1) {
- x = cos(x - y - z);
- x *= dist;
-
- if (n > 2) {
- z = sin(-x - y - z);
- z *= dist;
-
- if (n > 3) {
- x = -cos(-x + y - z);
- x *= dist;
-
- if (n > 4) {
- y = -sin(-x + y + z);
- y *= dist;
-
- if (n > 5) {
- y = -cos(-x + y + z);
- y *= dist;
-
- if (n > 6) {
- x = cos(x + y + z);
- x *= dist;
-
- if (n > 7) {
- z = sin(x + y - z);
- z *= dist;
-
- if (n > 8) {
- x = -cos(-x - y + z);
- x *= dist;
-
- if (n > 9) {
- y = -sin(x - y + z);
- y *= dist;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
-
- if (dist != 0.0) {
- dist *= 2.0;
- x /= dist;
- y /= dist;
- z /= dist;
- }
-
- return color(0.5 - x, 0.5 - y, 0.5 - z);
-}
-
-shader node_magic_texture(int use_mapping = 0,
- matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- int depth = 2,
- float Distortion = 5.0,
- float Scale = 5.0,
- point Vector = P,
- output float Fac = 0.0,
- output color Color = 0.0)
-{
- point p = Vector;
-
- if (use_mapping)
- p = transform(mapping, p);
-
- Color = magic(p * Scale, depth, Distortion);
- Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
-}