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float calc_wave(vec3 p,
float distortion,
float detail,
float detail_scale,
float detail_roughness,
float phase,
int wave_type,
int bands_dir,
int rings_dir,
int wave_profile)
{
/* Prevent precision issues on unit coordinates. */
p = (p + 0.000001) * 0.999999;
float n;
if (wave_type == 0) { /* type bands */
if (bands_dir == 0) { /* X axis */
n = p.x * 20.0;
}
else if (bands_dir == 1) { /* Y axis */
n = p.y * 20.0;
}
else if (bands_dir == 2) { /* Z axis */
n = p.z * 20.0;
}
else { /* Diagonal axis */
n = (p.x + p.y + p.z) * 10.0;
}
}
else { /* type rings */
vec3 rp = p;
if (rings_dir == 0) { /* X axis */
rp *= vec3(0.0, 1.0, 1.0);
}
else if (rings_dir == 1) { /* Y axis */
rp *= vec3(1.0, 0.0, 1.0);
}
else if (rings_dir == 2) { /* Z axis */
rp *= vec3(1.0, 1.0, 0.0);
}
/* else: Spherical */
n = length(rp) * 20.0;
}
n += phase;
if (distortion != 0.0) {
n += distortion * (fractal_noise(p * detail_scale, detail, detail_roughness) * 2.0 - 1.0);
}
if (wave_profile == 0) { /* profile sin */
return 0.5 + 0.5 * sin(n - M_PI_2);
}
else if (wave_profile == 1) { /* profile saw */
n /= 2.0 * M_PI;
return n - floor(n);
}
else { /* profile tri */
n /= 2.0 * M_PI;
return abs(n - floor(n + 0.5)) * 2.0;
}
}
void node_tex_wave(vec3 co,
float scale,
float distortion,
float detail,
float detail_scale,
float detail_roughness,
float phase,
float wave_type,
float bands_dir,
float rings_dir,
float wave_profile,
out vec4 color,
out float fac)
{
float f;
f = calc_wave(co * scale,
distortion,
detail,
detail_scale,
detail_roughness,
phase,
int(wave_type),
int(bands_dir),
int(rings_dir),
int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;
}
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