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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl291
1 files changed, 0 insertions, 291 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 24fef4f05d8..57061ad1628 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1167,235 +1167,6 @@ float integer_noise(int n)
return 0.5 * (float(nn) / 1073741824.0);
}
-/* ***** Jenkins Lookup3 Hash Functions ***** */
-
-/* Source: http://burtleburtle.net/bob/c/lookup3.c */
-
-#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
-
-#define mix(a, b, c) \
- { \
- a -= c; \
- a ^= rot(c, 4); \
- c += b; \
- b -= a; \
- b ^= rot(a, 6); \
- a += c; \
- c -= b; \
- c ^= rot(b, 8); \
- b += a; \
- a -= c; \
- a ^= rot(c, 16); \
- c += b; \
- b -= a; \
- b ^= rot(a, 19); \
- a += c; \
- c -= b; \
- c ^= rot(b, 4); \
- b += a; \
- }
-
-#define final(a, b, c) \
- { \
- c ^= b; \
- c -= rot(b, 14); \
- a ^= c; \
- a -= rot(c, 11); \
- b ^= a; \
- b -= rot(a, 25); \
- c ^= b; \
- c -= rot(b, 16); \
- a ^= c; \
- a -= rot(c, 4); \
- b ^= a; \
- b -= rot(a, 14); \
- c ^= b; \
- c -= rot(b, 24); \
- }
-
-uint hash_uint(uint kx)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
-
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint2(uint kx, uint ky)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
-
- b += ky;
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint3(uint kx, uint ky, uint kz)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
-
- c += kz;
- b += ky;
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
-
- a += kx;
- b += ky;
- c += kz;
- mix(a, b, c);
-
- a += kw;
- final(a, b, c);
-
- return c;
-}
-
-#undef rot
-#undef final
-#undef mix
-
-uint hash_int(int kx)
-{
- return hash_uint(uint(kx));
-}
-
-uint hash_int2(int kx, int ky)
-{
- return hash_uint2(uint(kx), uint(ky));
-}
-
-uint hash_int3(int kx, int ky, int kz)
-{
- return hash_uint3(uint(kx), uint(ky), uint(kz));
-}
-
-uint hash_int4(int kx, int ky, int kz, int kw)
-{
- return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
-}
-
-/* Hashing uint or uint[234] into a float in the range [0, 1]. */
-
-float hash_uint_to_float(uint kx)
-{
- return float(hash_uint(kx)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint2_to_float(uint kx, uint ky)
-{
- return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint3_to_float(uint kx, uint ky, uint kz)
-{
- return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
-{
- return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
-}
-
-/* Hashing float or vec[234] into a float in the range [0, 1]. */
-
-float hash_float_to_float(float k)
-{
- return hash_uint_to_float(floatBitsToUint(k));
-}
-
-float hash_vec2_to_float(vec2 k)
-{
- return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
-}
-
-float hash_vec3_to_float(vec3 k)
-{
- return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
-}
-
-float hash_vec4_to_float(vec4 k)
-{
- return hash_uint4_to_float(
- floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
-}
-
-/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
-
-vec2 hash_vec2_to_vec2(vec2 k)
-{
- return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
-}
-
-vec3 hash_vec3_to_vec3(vec3 k)
-{
- return vec3(
- hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
-}
-
-vec4 hash_vec4_to_vec4(vec4 k)
-{
- return vec4(hash_vec4_to_float(k.xyzw),
- hash_vec4_to_float(k.wxyz),
- hash_vec4_to_float(k.zwxy),
- hash_vec4_to_float(k.yzwx));
-}
-
-/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
-
-vec3 hash_float_to_vec3(float k)
-{
- return vec3(
- hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
-}
-
-vec3 hash_vec2_to_vec3(vec2 k)
-{
- return vec3(
- hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
-}
-
-vec3 hash_vec4_to_vec3(vec4 k)
-{
- return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
-}
-
-/* White Noise */
-
-void node_white_noise_1d(vec3 vector, float w, out float value)
-{
- value = hash_float_to_float(w);
-}
-
-void node_white_noise_2d(vec3 vector, float w, out float value)
-{
- value = hash_vec2_to_float(vector.xy);
-}
-
-void node_white_noise_3d(vec3 vector, float w, out float value)
-{
- value = hash_vec3_to_float(vector);
-}
-
-void node_white_noise_4d(vec3 vector, float w, out float value)
-{
- value = hash_vec4_to_float(vec4(vector, w));
-}
-
/* Cell Noise */
float bits_to_01(uint bits)
@@ -3022,68 +2793,6 @@ void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
alpha = 0.0;
}
-void node_tex_magic(
- vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
-{
- vec3 p = co * scale;
- float x = sin((p.x + p.y + p.z) * 5.0);
- float y = cos((-p.x + p.y - p.z) * 5.0);
- float z = -cos((-p.x - p.y + p.z) * 5.0);
-
- if (depth > 0) {
- x *= distortion;
- y *= distortion;
- z *= distortion;
- y = -cos(x - y + z);
- y *= distortion;
- if (depth > 1) {
- x = cos(x - y - z);
- x *= distortion;
- if (depth > 2) {
- z = sin(-x - y - z);
- z *= distortion;
- if (depth > 3) {
- x = -cos(-x + y - z);
- x *= distortion;
- if (depth > 4) {
- y = -sin(-x + y + z);
- y *= distortion;
- if (depth > 5) {
- y = -cos(-x + y + z);
- y *= distortion;
- if (depth > 6) {
- x = cos(x + y + z);
- x *= distortion;
- if (depth > 7) {
- z = sin(x + y - z);
- z *= distortion;
- if (depth > 8) {
- x = -cos(-x - y + z);
- x *= distortion;
- if (depth > 9) {
- y = -sin(x - y + z);
- y *= distortion;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- if (distortion != 0.0) {
- distortion *= 2.0;
- x /= distortion;
- y /= distortion;
- z /= distortion;
- }
-
- color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0);
- fac = (color.x + color.y + color.z) / 3.0;
-}
-
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);