Update leenkx/blender/lnx/material/cycles_functions.py

This commit is contained in:
Onek8 2025-05-13 20:49:49 +00:00
parent 288b085d0c
commit 1458ecd84f

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@ -170,32 +170,64 @@ vec3 random3(const vec3 c) {
r.y = fract(512.0 * j); r.y = fract(512.0 * j);
return r - 0.5; return r - 0.5;
} }
float tex_musgrave_f(const vec3 p) {
float noise_tex(const vec3 p) {
const float F3 = 0.3333333; const float F3 = 0.3333333;
const float G3 = 0.1666667; const float G3 = 0.1666667;
vec3 s = floor(p + dot(p, vec3(F3))); vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3)); vec3 x = p - s + dot(s, vec3(G3));
vec3 e = step(vec3(0.0), x - x.yzx); vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy); vec3 i1 = e * (1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e); vec3 i2 = 1.0 - e.zxy * (1.0 - e);
vec3 x1 = x - i1 + G3; vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3; vec3 x2 = x - i2 + 2.0 * G3;
vec3 x3 = x - 1.0 + 3.0*G3; vec3 x3 = x - 1.0 + 3.0 * G3;
vec4 w, d;
w.x = dot(x, x); vec4 w;
w.y = dot(x1, x1); w.x = max(0.6 - dot(x, x), 0.0);
w.z = dot(x2, x2); w.y = max(0.6 - dot(x1, x1), 0.0);
w.w = dot(x3, x3); w.z = max(0.6 - dot(x2, x2), 0.0);
w = max(0.6 - w, 0.0); w.w = max(0.6 - dot(x3, x3), 0.0);
w = w * w;
w = w * w;
vec4 d;
d.x = dot(random3(s), x); d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1); d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2); d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3); d.w = dot(random3(s + 1.0), x3);
w *= w;
w *= w;
d *= w; d *= w;
return clamp(dot(d, vec4(52.0)), 0.0, 1.0); return clamp(dot(d, vec4(52.0)), 0.0, 1.0);
} }
float tex_musgrave_f(const vec3 p, float detail, float distortion) {
// Apply distortion to the input coordinates smoothly with noise_tex
vec3 distorted_p = p + distortion * vec3(
noise_tex(p + vec3(5.2, 1.3, 7.1)),
noise_tex(p + vec3(1.7, 9.2, 3.8)),
noise_tex(p + vec3(8.3, 2.8, 4.5))
);
float value = 0.0;
float amplitude = 1.0;
float frequency = 1.0;
// Use 'detail' as number of octaves, clamped between 1 and 8
int octaves = int(clamp(detail, 1.0, 8.0));
for (int i = 0; i < octaves; i++) {
value += amplitude * noise_tex(distorted_p * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return clamp(value, 0.0, 1.0);
}
""" """
# col: the incoming color # col: the incoming color