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/*
 * 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"

/* Voronoi */

shader node_voronoi_texture(
	string DistanceMetric = "Actual Distance",
	string Coloring = "Intensity",
	float Weight1 = 1.0,
	float Weight2 = 0.0,
	float Weight3 = 0.0,
	float Weight4 = 0.0,
	float Exponent = 2.5,
	float Intensity = 1.0,
	float Size = 0.25,
	point Vector = P,
	output float Fac = 0.0,
	output color Color = color(0.0, 0.0, 0.0))
{
	float exponent = max(Exponent, 1e-5);
	float size = nonzero(Size, 1e-5);

	float aw1 = fabs(Weight1);
	float aw2 = fabs(Weight2);
	float aw3 = fabs(Weight3);
	float aw4 = fabs(Weight4);
	float sc = (aw1 + aw2 + aw3 + aw4);

	if(sc != 0.0)
		sc = Intensity/sc;
	
	/* compute distance and point coordinate of 4 nearest neighbours */
	float da[4];
	point pa[4];

	voronoi(Vector/size, DistanceMetric, exponent, da, pa);

	/* Scalar output */
	Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]);

	/* Colored output */
	if(Coloring == "Intensity") {
		Color = color(Fac, Fac, Fac);
	}
	else {
		Color = aw1*cellnoise_color(pa[0]);
		Color += aw2*cellnoise_color(pa[1]);
		Color += aw3*cellnoise_color(pa[2]);
		Color += aw4*cellnoise_color(pa[3]);

		if(Coloring != "Position") {
			float t1 = min((da[1] - da[0])*10.0, 1.0);

			if(Coloring == "Position, Outline, and Intensity")
				Color *= t1*Fac;
			else if(Coloring == "Position and Outline")
				Color *= t1*sc;
		}
		else {
			Color *= sc;
		}
	}
}