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node_wave_texture.osl « shaders « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"
#include "node_texture.h"

/* Wave */

float wave(point p, string type, float detail, float distortion, float dscale)
{
	float n = 0.0;

	if (type == "Bands") {
		n = (p[0] + p[1] + p[2]) * 10.0;
	}
	else if (type == "Rings") {
		n = length(p) * 20.0;
	}

	if (distortion != 0.0) {
		n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
	}
	return 0.5 + 0.5 * sin(n);
}

shader node_wave_texture(
	int use_mapping = 0,
	matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	string Type = "Bands",
	float Scale = 5.0,
	float Distortion = 0.0,
	float Detail = 2.0,
	float DetailScale = 1.0,
	point Vector = P,
	output float Fac = 0.0,
	output color Color = 0.0)
{
	point p = Vector;

	if (use_mapping)
		p = transform(mapping, p);

	Fac = wave(p * Scale, Type, Detail, Distortion, DetailScale);
	Color = Fac;
}