forked from LeenkxTeam/LNXSDK
Update leenkx/blender/lnx/material/cycles_functions.py
This commit is contained in:
parent
288b085d0c
commit
1458ecd84f
@ -170,32 +170,64 @@ vec3 random3(const vec3 c) {
|
||||
r.y = fract(512.0 * j);
|
||||
return r - 0.5;
|
||||
}
|
||||
float tex_musgrave_f(const vec3 p) {
|
||||
|
||||
float noise_tex(const vec3 p) {
|
||||
const float F3 = 0.3333333;
|
||||
const float G3 = 0.1666667;
|
||||
|
||||
vec3 s = floor(p + dot(p, vec3(F3)));
|
||||
vec3 x = p - s + dot(s, vec3(G3));
|
||||
vec3 e = step(vec3(0.0), x - x.yzx);
|
||||
vec3 i1 = e * (1.0 - e.zxy);
|
||||
vec3 i2 = 1.0 - e.zxy * (1.0 - e);
|
||||
|
||||
vec3 x1 = x - i1 + G3;
|
||||
vec3 x2 = x - i2 + 2.0 * G3;
|
||||
vec3 x3 = x - 1.0 + 3.0 * G3;
|
||||
vec4 w, d;
|
||||
w.x = dot(x, x);
|
||||
w.y = dot(x1, x1);
|
||||
w.z = dot(x2, x2);
|
||||
w.w = dot(x3, x3);
|
||||
w = max(0.6 - w, 0.0);
|
||||
|
||||
vec4 w;
|
||||
w.x = max(0.6 - dot(x, x), 0.0);
|
||||
w.y = max(0.6 - dot(x1, x1), 0.0);
|
||||
w.z = max(0.6 - dot(x2, x2), 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.y = dot(random3(s + i1), x1);
|
||||
d.z = dot(random3(s + i2), x2);
|
||||
d.w = dot(random3(s + 1.0), x3);
|
||||
w *= w;
|
||||
w *= w;
|
||||
|
||||
d *= w;
|
||||
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
|
||||
|
Loading…
x
Reference in New Issue
Block a user