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2021-05-21Cleanup: spellingLeon Zandman
Includes fixes to misspelled function names. Ref D11280
2020-04-09Shading: add Roughness input to Noise and Wave texture nodesBartosz Moniewski
Currently in fractal_noise functions, each subsequent octave doubles the frequency and reduces the amplitude by half. This patch introduces Roughness input to Noise and Wave nodes. This multiplier determines how quickly the amplitudes of the subsequent octaves decrease. Value of 0.5 will be the default, generating identical noise we had before. Values above 0.5 will increase influence of each octave resulting in more "rough" noise, most interesting pattern changes happen there. Values below 0.5 will result in more "smooth" noise. Differential Revision: https://developer.blender.org/D7065
2019-12-07Shaders: noise and wave distortion now work uniformly instead of diagonallyBartosz Moniewski
Previously Noise and Wave texture nodes would use noise functions within a [0,1] range for distortion effects. We either add or subtract noise from coordinates, never do both at same time. This led to the texture drastically shifting on the diagonal axis of a plane / cube. This behavior makes the Distortion input hard to control or animate. Capabilities of driving it with other texture are also limited, diagonal shifting is very apparent. This was fixed by offsetting the noise function to a signed range and making it zero-centered. This way noise is uniformly added and subtracted from coordinates. Texture pattern sticks to main coordinates which makes it way easier to control. This change is not strictly backwards compatible, there is versioning to ensure the scale of the distortion remains similar, but the particular pattern can be a little different. Differential Revision: https://developer.blender.org/D6177
2019-09-04Shading: Extend Noise node to other dimenstions.OmarSquircleArt
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
2019-08-30GPU: Split gpu_shader_material into multiple files.OmarSquircleArt
This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616