diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_magic_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_magic_texture.osl | 108 |
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); -} |