Geometry Nodes: Add White Noise texture
Port White Noise shader to geometry nodes. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12719
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@ -728,6 +728,7 @@ geometry_node_categories = [
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]),
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GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWhiteNoise"),
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]),
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GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeVectorCurve"),
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@ -53,6 +53,15 @@ float hash_float_to_float(float2 k);
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float hash_float_to_float(float3 k);
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float hash_float_to_float(float4 k);
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float2 hash_float_to_float2(float2 k);
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float3 hash_float_to_float3(float k);
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float3 hash_float_to_float3(float2 k);
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float3 hash_float_to_float3(float3 k);
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float3 hash_float_to_float3(float4 k);
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float4 hash_float_to_float4(float4 k);
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/** \} */
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/* -------------------------------------------------------------------- */
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@ -240,6 +240,47 @@ float hash_float_to_float(float4 k)
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return uint_to_float_01(hash_float(k));
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}
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float2 hash_float_to_float2(float2 k)
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{
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return float2(hash_float_to_float(k), hash_float_to_float(float3(k.x, k.y, 1.0)));
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}
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float3 hash_float_to_float3(float k)
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{
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return float3(hash_float_to_float(k),
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hash_float_to_float(float2(k, 1.0)),
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hash_float_to_float(float2(k, 2.0)));
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}
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float3 hash_float_to_float3(float2 k)
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{
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return float3(hash_float_to_float(k),
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hash_float_to_float(float3(k.x, k.y, 1.0)),
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hash_float_to_float(float3(k.x, k.y, 2.0)));
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}
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float3 hash_float_to_float3(float3 k)
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{
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return float3(hash_float_to_float(k),
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hash_float_to_float(float4(k.x, k.y, k.z, 1.0)),
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hash_float_to_float(float4(k.x, k.y, k.z, 2.0)));
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}
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float3 hash_float_to_float3(float4 k)
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{
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return float3(hash_float_to_float(k),
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hash_float_to_float(float4(k.z, k.x, k.w, k.y)),
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hash_float_to_float(float4(k.w, k.z, k.y, k.x)));
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}
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float4 hash_float_to_float4(float4 k)
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{
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return float4(hash_float_to_float(k),
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hash_float_to_float(float4(k.w, k.x, k.y, k.z)),
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hash_float_to_float(float4(k.z, k.w, k.x, k.y)),
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hash_float_to_float(float4(k.y, k.z, k.w, k.x)));
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}
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/* ------------
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* Perlin Noise
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* ------------
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@ -332,6 +332,7 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
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if (ELEM(bnode.type,
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GEO_NODE_SET_POSITION,
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SH_NODE_TEX_NOISE,
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SH_NODE_TEX_WHITE_NOISE,
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GEO_NODE_MESH_TO_POINTS,
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GEO_NODE_PROXIMITY)) {
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new (r_value) Field<float3>(bke::AttributeFieldInput::Create<float3>("position"));
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@ -19,12 +19,14 @@
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#include "../node_shader_util.h"
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#include "BLI_noise.hh"
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namespace blender::nodes {
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static void sh_node_tex_white_noise_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f);
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b.add_input<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field();
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b.add_input<decl::Float>("W").min(-10000.0f).max(10000.0f);
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b.add_output<decl::Float>("Value");
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b.add_output<decl::Color>("Color");
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@ -65,15 +67,141 @@ static void node_shader_update_tex_white_noise(bNodeTree *UNUSED(ntree), bNode *
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nodeSetSocketAvailability(sockW, node->custom1 == 1 || node->custom1 == 4);
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}
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namespace blender::nodes {
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class WhiteNoiseFunction : public fn::MultiFunction {
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private:
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int dimensions_;
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public:
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WhiteNoiseFunction(int dimensions) : dimensions_(dimensions)
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{
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BLI_assert(dimensions >= 1 && dimensions <= 4);
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static std::array<fn::MFSignature, 4> signatures{
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create_signature(1),
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create_signature(2),
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create_signature(3),
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create_signature(4),
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};
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this->set_signature(&signatures[dimensions - 1]);
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}
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static fn::MFSignature create_signature(int dimensions)
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{
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fn::MFSignatureBuilder signature{"WhiteNoise"};
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if (ELEM(dimensions, 2, 3, 4)) {
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signature.single_input<float3>("Vector");
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}
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if (ELEM(dimensions, 1, 4)) {
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signature.single_input<float>("W");
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}
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signature.single_output<float>("Value");
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signature.single_output<ColorGeometry4f>("Color");
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return signature.build();
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}
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void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
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{
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int param = ELEM(dimensions_, 2, 3, 4) + ELEM(dimensions_, 1, 4);
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MutableSpan<float> r_value = params.uninitialized_single_output_if_required<float>(param++,
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"Value");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(param++, "Color");
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const bool compute_value = !r_value.is_empty();
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const bool compute_color = !r_color.is_empty();
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switch (dimensions_) {
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case 1: {
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const VArray<float> &w = params.readonly_single_input<float>(0, "W");
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 c = noise::hash_float_to_float3(w[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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if (compute_value) {
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for (int64_t i : mask) {
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r_value[i] = noise::hash_float_to_float(w[i]);
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}
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}
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break;
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}
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case 2: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 c = noise::hash_float_to_float3(float2(vector[i].x, vector[i].y));
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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if (compute_value) {
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for (int64_t i : mask) {
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r_value[i] = noise::hash_float_to_float(float2(vector[i].x, vector[i].y));
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}
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}
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break;
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}
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case 3: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 c = noise::hash_float_to_float3(vector[i]);
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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if (compute_value) {
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for (int64_t i : mask) {
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r_value[i] = noise::hash_float_to_float(vector[i]);
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}
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}
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break;
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}
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case 4: {
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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const VArray<float> &w = params.readonly_single_input<float>(1, "W");
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if (compute_color) {
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for (int64_t i : mask) {
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const float3 c = noise::hash_float_to_float3(
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float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
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r_color[i] = ColorGeometry4f(c[0], c[1], c[2], 1.0f);
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}
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}
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if (compute_value) {
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for (int64_t i : mask) {
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r_value[i] = noise::hash_float_to_float(
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float4(vector[i].x, vector[i].y, vector[i].z, w[i]));
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}
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}
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break;
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}
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}
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}
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};
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static void sh_node_noise_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &node = builder.node();
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builder.construct_and_set_matching_fn<WhiteNoiseFunction>((int)node.custom1);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_white_noise(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(
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&ntype, SH_NODE_TEX_WHITE_NOISE, "White Noise Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_white_noise_declare;
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node_type_init(&ntype, node_shader_init_tex_white_noise);
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node_type_gpu(&ntype, gpu_shader_tex_white_noise);
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node_type_update(&ntype, node_shader_update_tex_white_noise);
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ntype.build_multi_function = blender::nodes::sh_node_noise_build_multi_function;
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nodeRegisterType(&ntype);
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}
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