/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" /* Magic */ color magic(point p, float scale, int n, float distortion) { float dist = distortion; float a = mod(p.x * scale, M_2PI); float b = mod(p.y * scale, M_2PI); float c = mod(p.z * scale, M_2PI); float x = sin((a + b + c) * 5.0); float y = cos((-a + b - c) * 5.0); float z = -cos((-a - b + c) * 5.0); if (n > 0) { x *= dist; y *= dist; z *= dist; y = -cos(x - y + z); y *= dist; if (n > 1) { x = cos(x - y - z); x *= dist; if (n > 2) { z = sin(-x - y - z); z *= dist; if (n > 3) { x = -cos(-x + y - z); x *= dist; if (n > 4) { y = -sin(-x + y + z); y *= dist; if (n > 5) { y = -cos(-x + y + z); y *= dist; if (n > 6) { x = cos(x + y + z); x *= dist; if (n > 7) { z = sin(x + y - z); z *= dist; if (n > 8) { x = -cos(-x - y + z); x *= dist; if (n > 9) { y = -sin(x - y + z); y *= dist; } } } } } } } } } } if (dist != 0.0) { dist *= 2.0; x /= dist; y /= dist; z /= dist; } return color(0.5 - x, 0.5 - y, 0.5 - z); } shader node_magic_texture(int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), int depth = 2, float Distortion = 5.0, float Scale = 5.0, point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Color = magic(p, Scale, depth, Distortion); Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); }