/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" #include "node_texture.h" /* Magic */ color magic(point p, int n, float turbulence) { float turb = turbulence/5.0; float x = sin((p[0] + p[1] + p[2])*5.0); float y = cos((-p[0] + p[1] - p[2])*5.0); float z = -cos((-p[0] - p[1] + p[2])*5.0); if(n > 0) { x *= turb; y *= turb; z *= turb; y = -cos(x-y+z); y *= turb; if(n > 1) { x= cos(x-y-z); x *= turb; if(n > 2) { z= sin(-x-y-z); z *= turb; if(n > 3) { x= -cos(-x+y-z); x *= turb; if(n > 4) { y= -sin(-x+y+z); y *= turb; if(n > 5) { y= -cos(-x+y+z); y *= turb; if(n > 6) { x= cos(x+y+z); x *= turb; if(n > 7) { z= sin(x+y-z); z *= turb; if(n > 8) { x= -cos(-x-y+z); x *= turb; if(n > 9) { y= -sin(x-y+z); y *= turb; } } } } } } } } } } if(turb != 0.0) { turb *= 2.0; x /= turb; y /= turb; z /= turb; } return color(0.5 - x, 0.5 - y, 0.5 - z); } shader node_magic_texture( int Depth = 2, float Turbulence = 5.0, point Vector = P, output color Color = color(0.0, 0.0, 0.0)) { Color = magic(Vector, Depth, Turbulence); }