diff options
Diffstat (limited to 'source/blender')
5 files changed, 78 insertions, 45 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl index 701b07b4aae..f25691c1a83 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl @@ -1,111 +1,115 @@ /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(float p, float octaves) +float fractal_noise(float p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec2 p, float octaves) +float fractal_noise(vec2 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec3 p, float octaves) +float fractal_noise(vec3 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec4 p, float octaves) +float fractal_noise(vec4 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl index 6aeb23b1f99..d8d9ecdf287 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl @@ -32,23 +32,35 @@ vec4 random_vec4_offset(float seed) 100.0 + hash_vec2_to_float(vec2(seed, 3.0)) * 100.0); } -void node_noise_texture_1d( - vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color) +void node_noise_texture_1d(vec3 co, + float w, + float scale, + float detail, + float roughness, + float distortion, + out float value, + out vec4 color) { float p = w * scale; if (distortion != 0.0) { p += snoise(p + random_float_offset(0.0)) * distortion; } - value = fractal_noise(p, detail); + value = fractal_noise(p, detail, roughness); color = vec4(value, - fractal_noise(p + random_float_offset(1.0), detail), - fractal_noise(p + random_float_offset(2.0), detail), + fractal_noise(p + random_float_offset(1.0), detail, roughness), + fractal_noise(p + random_float_offset(2.0), detail, roughness), 1.0); } -void node_noise_texture_2d( - vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color) +void node_noise_texture_2d(vec3 co, + float w, + float scale, + float detail, + float roughness, + float distortion, + out float value, + out vec4 color) { vec2 p = co.xy * scale; if (distortion != 0.0) { @@ -56,15 +68,21 @@ void node_noise_texture_2d( snoise(p + random_vec2_offset(1.0)) * distortion); } - value = fractal_noise(p, detail); + value = fractal_noise(p, detail, roughness); color = vec4(value, - fractal_noise(p + random_vec2_offset(2.0), detail), - fractal_noise(p + random_vec2_offset(3.0), detail), + fractal_noise(p + random_vec2_offset(2.0), detail, roughness), + fractal_noise(p + random_vec2_offset(3.0), detail, roughness), 1.0); } -void node_noise_texture_3d( - vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color) +void node_noise_texture_3d(vec3 co, + float w, + float scale, + float detail, + float roughness, + float distortion, + out float value, + out vec4 color) { vec3 p = co * scale; if (distortion != 0.0) { @@ -73,15 +91,21 @@ void node_noise_texture_3d( snoise(p + random_vec3_offset(2.0)) * distortion); } - value = fractal_noise(p, detail); + value = fractal_noise(p, detail, roughness); color = vec4(value, - fractal_noise(p + random_vec3_offset(3.0), detail), - fractal_noise(p + random_vec3_offset(4.0), detail), + fractal_noise(p + random_vec3_offset(3.0), detail, roughness), + fractal_noise(p + random_vec3_offset(4.0), detail, roughness), 1.0); } -void node_noise_texture_4d( - vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color) +void node_noise_texture_4d(vec3 co, + float w, + float scale, + float detail, + float roughness, + float distortion, + out float value, + out vec4 color) { vec4 p = vec4(co, w) * scale; if (distortion != 0.0) { @@ -91,9 +115,9 @@ void node_noise_texture_4d( snoise(p + random_vec4_offset(3.0)) * distortion); } - value = fractal_noise(p, detail); + value = fractal_noise(p, detail, roughness); color = vec4(value, - fractal_noise(p + random_vec4_offset(4.0), detail), - fractal_noise(p + random_vec4_offset(5.0), detail), + fractal_noise(p + random_vec4_offset(4.0), detail, roughness), + fractal_noise(p + random_vec4_offset(5.0), detail, roughness), 1.0); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl index c72f9717af3..070f42a5e30 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl @@ -2,6 +2,7 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, + float detail_roughness, float phase, int wave_type, int bands_dir, @@ -46,7 +47,7 @@ float calc_wave(vec3 p, n += phase; if (distortion != 0.0) { - n += distortion * (fractal_noise(p * detail_scale, detail) * 2.0 - 1.0); + n += distortion * (fractal_noise(p * detail_scale, detail, detail_roughness) * 2.0 - 1.0); } if (wave_profile == 0) { /* profile sin */ @@ -67,6 +68,7 @@ void node_tex_wave(vec3 co, float distortion, float detail, float detail_scale, + float detail_roughness, float phase, float wave_type, float bands_dir, @@ -80,6 +82,7 @@ void node_tex_wave(vec3 co, distortion, detail, detail_scale, + detail_roughness, phase, int(wave_type), int(bands_dir), diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c index 2205a1a86a3..7b67c2d1f2e 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.c @@ -26,6 +26,7 @@ static bNodeSocketTemplate sh_node_tex_noise_in[] = { {SOCK_FLOAT, N_("W"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, + {SOCK_FLOAT, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_FLOAT, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {-1, ""}, }; diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c index 0b6cd7ee4db..bba568ed5b7 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.c @@ -27,6 +27,7 @@ static bNodeSocketTemplate sh_node_tex_wave_in[] = { {SOCK_FLOAT, N_("Distortion"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {SOCK_FLOAT, N_("Detail"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 16.0f}, {SOCK_FLOAT, N_("Detail Scale"), 1.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + {SOCK_FLOAT, N_("Detail Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_FLOAT, N_("Phase Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, {-1, ""}, }; |