shader gabor_noise( point Point = P, vector Direction = vector(1, 0, 0), int Anisotropic = 0, float Bandwidth = 1.0, float Impulses = 16, output float Gabor = 0.8) { Gabor = noise("gabor", Point, "direction", Direction, "anisotropic", Anisotropic, "do_filter", 1, // Set to 0 to disable filtering/anti-aliasing "bandwidth", Bandwidth, "impulses", Impulses); }