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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.
 */

CCL_NAMESPACE_BEGIN

/* Turbulence */

ccl_device_noinline float noise_turbulence(float3 p, float octaves, int hard)
{
  float fscale = 1.0f;
  float amp = 1.0f;
  float sum = 0.0f;
  int i, n;

  octaves = clamp(octaves, 0.0f, 16.0f);
  n = float_to_int(octaves);

  for (i = 0; i <= n; i++) {
    float t = noise(fscale * p);

    if (hard)
      t = fabsf(2.0f * t - 1.0f);

    sum += t * amp;
    amp *= 0.5f;
    fscale *= 2.0f;
  }

  float rmd = octaves - floorf(octaves);

  if (rmd != 0.0f) {
    float t = noise(fscale * p);

    if (hard)
      t = fabsf(2.0f * t - 1.0f);

    float sum2 = sum + t * amp;

    sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
    sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));

    return (1.0f - rmd) * sum + rmd * sum2;
  }
  else {
    sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
    return sum;
  }
}

CCL_NAMESPACE_END