diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_musgrave_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_musgrave_texture.osl | 25 |
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); } |