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blender-archive/intern/cycles/kernel/osl/shaders/node_magic_texture.osl
Brecht Van Lommel d7d40745fa Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
  scene and its nodes. The session/ folder contains the render session and
  associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
  kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:36:39 +02:00

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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 "stdcycles.h"
/* Magic */
color magic(point p, int n, float distortion)
{
float dist = distortion;
float x = sin((p[0] + p[1] + p[2]) * 5.0);
float y = cos((-p[0] + p[1] - p[2]) * 5.0);
float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
if (n > 0) {
x *= dist;
y *= dist;
z *= dist;
y = -cos(x - y + z);
y *= dist;
if (n > 1) {
x = cos(x - y - z);
x *= dist;
if (n > 2) {
z = sin(-x - y - z);
z *= dist;
if (n > 3) {
x = -cos(-x + y - z);
x *= dist;
if (n > 4) {
y = -sin(-x + y + z);
y *= dist;
if (n > 5) {
y = -cos(-x + y + z);
y *= dist;
if (n > 6) {
x = cos(x + y + z);
x *= dist;
if (n > 7) {
z = sin(x + y - z);
z *= dist;
if (n > 8) {
x = -cos(-x - y + z);
x *= dist;
if (n > 9) {
y = -sin(x - y + z);
y *= dist;
}
}
}
}
}
}
}
}
}
}
if (dist != 0.0) {
dist *= 2.0;
x /= dist;
y /= dist;
z /= dist;
}
return color(0.5 - x, 0.5 - y, 0.5 - z);
}
shader node_magic_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
int depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Color = magic(p * Scale, depth, Distortion);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}