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Diffstat (limited to 'intern/cycles/kernel/shaders/node_musgrave_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_musgrave_texture.osl25
1 files changed, 12 insertions, 13 deletions
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index a349dc8cb9a..4f95dec910a 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -26,7 +26,7 @@
* from "Texturing and Modelling: A procedural approach"
*/
-float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves)
+float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0;
@@ -54,7 +54,7 @@ float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float
* octaves: number of frequencies in the fBm
*/
-float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves)
+float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0;
@@ -83,7 +83,7 @@ float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunar
* offset: raises the terrain from `sea level'
*/
-float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacunarity, float octaves, float offset)
+float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
@@ -118,8 +118,8 @@ float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacuna
* offset: raises the terrain from `sea level'
*/
-float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
- float lacunarity, float octaves, float offset, float gain)
+float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
+ float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
@@ -156,8 +156,8 @@ float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
* offset: raises the terrain from `sea level'
*/
-float noise_musgrave_ridged_multi_fractal(point p, string basis, float H,
- float lacunarity, float octaves, float offset, float gain)
+float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
+ float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
@@ -201,7 +201,6 @@ shader node_musgrave_texture(
float dimension = max(Dimension, 1e-5);
float octaves = clamp(Detail, 0.0, 16.0);
float lacunarity = max(Lacunarity, 1e-5);
- string Basis = "Perlin";
float intensity = 1.0;
point p = Vector;
@@ -212,15 +211,15 @@ shader node_musgrave_texture(
p = p * Scale;
if (Type == "Multifractal")
- Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
+ Fac = intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
else if (Type == "fBM")
- Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
+ Fac = intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
else if (Type == "Hybrid Multifractal")
- Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
+ Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Ridged Multifractal")
- Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
+ Fac = intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Hetero Terrain")
- Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
+ Fac = intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, Offset);
Color = color(Fac, Fac, Fac);
}