100 lines
2.1 KiB
Plaintext
100 lines
2.1 KiB
Plaintext
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "stdcycles.h"
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/* Magic */
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color magic(point p, float scale, int n, float distortion)
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{
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float dist = distortion;
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float a = mod(p.x * scale, M_2PI);
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float b = mod(p.y * scale, M_2PI);
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float c = mod(p.z * scale, M_2PI);
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float x = sin((a + b + c) * 5.0);
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float y = cos((-a + b - c) * 5.0);
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float z = -cos((-a - b + c) * 5.0);
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if (n > 0) {
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x *= dist;
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y *= dist;
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z *= dist;
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y = -cos(x - y + z);
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y *= dist;
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if (n > 1) {
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x = cos(x - y - z);
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x *= dist;
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if (n > 2) {
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z = sin(-x - y - z);
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z *= dist;
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if (n > 3) {
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x = -cos(-x + y - z);
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x *= dist;
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if (n > 4) {
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y = -sin(-x + y + z);
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y *= dist;
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if (n > 5) {
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y = -cos(-x + y + z);
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y *= dist;
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if (n > 6) {
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x = cos(x + y + z);
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x *= dist;
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if (n > 7) {
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z = sin(x + y - z);
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z *= dist;
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if (n > 8) {
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x = -cos(-x - y + z);
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x *= dist;
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if (n > 9) {
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y = -sin(x - y + z);
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y *= dist;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if (dist != 0.0) {
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dist *= 2.0;
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x /= dist;
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y /= dist;
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z /= dist;
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}
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return color(0.5 - x, 0.5 - y, 0.5 - z);
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}
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shader node_magic_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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int depth = 2,
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float Distortion = 5.0,
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float Scale = 5.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Color = magic(p, Scale, depth, Distortion);
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Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
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}
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