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Diffstat (limited to 'intern/cycles/kernel/shaders/node_noise.h')
-rw-r--r-- | intern/cycles/kernel/shaders/node_noise.h | 202 |
1 files changed, 0 insertions, 202 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise.h b/intern/cycles/kernel/shaders/node_noise.h deleted file mode 100644 index ab4cd7792cc..00000000000 --- a/intern/cycles/kernel/shaders/node_noise.h +++ /dev/null @@ -1,202 +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 "vector2.h" -#include "vector4.h" - -#define vector3 point - -float safe_noise(float p) -{ - float f = noise("noise", p); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector2 p) -{ - float f = noise("noise", p.x, p.y); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector3 p) -{ - float f = noise("noise", p); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_noise(vector4 p) -{ - float f = noise("noise", vector3(p.x, p.y, p.z), p.w); - if (isinf(f)) - return 0.5; - return f; -} - -float safe_snoise(float p) -{ - float f = noise("snoise", p); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector2 p) -{ - float f = noise("snoise", p.x, p.y); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector3 p) -{ - float f = noise("snoise", p); - if (isinf(f)) - return 0.0; - return f; -} - -float safe_snoise(vector4 p) -{ - float f = noise("snoise", vector3(p.x, p.y, p.z), p.w); - if (isinf(f)) - return 0.0; - return f; -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(float p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector2 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector3 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -/* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vector4 p, float details, float roughness) -{ - float fscale = 1.0; - float amp = 1.0; - float maxamp = 0.0; - float sum = 0.0; - float octaves = clamp(details, 0.0, 16.0); - int n = (int)octaves; - for (int i = 0; i <= n; i++) { - float t = safe_noise(fscale * p); - sum += t * amp; - maxamp += amp; - amp *= clamp(roughness, 0.0, 1.0); - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = safe_noise(fscale * p); - float sum2 = sum + t * amp; - sum /= maxamp; - sum2 /= maxamp + amp; - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - return sum / maxamp; - } -} - -#undef vector3 |