Support Musgrave texture for Cycles GLSL viewport
Only for non-OSX viewport!
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@ -2875,12 +2875,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
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fac = (color.x + color.y + color.z) / 3.0;
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}
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void node_tex_musgrave(vec3 co, float scale, float detail, float dimension, float lacunarity, float offset, float gain, out vec4 color, out float fac)
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{
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color = vec4(1.0);
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fac = 1.0;
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}
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#ifdef BIT_OPERATIONS
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float noise_fade(float t)
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{
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@ -2934,6 +2928,11 @@ float noise(vec3 p)
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return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5;
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}
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float snoise(vec3 p)
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{
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return noise_perlin(p.x, p.y, p.z);
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}
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float noise_turbulence(vec3 p, float octaves, int hard)
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{
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float fscale = 1.0;
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@ -2993,6 +2992,222 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve
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#endif // BIT_OPERATIONS
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}
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#ifdef BIT_OPERATIONS
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/* Musgrave fBm
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*
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* H: fractal increment parameter
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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*
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* from "Texturing and Modelling: A procedural approach"
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*/
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float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 0.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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for(i = 0; i < int(octaves); i++) {
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value += snoise(p) * pwr;
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0)
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value += rmd * snoise(p) * pwr;
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return value;
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}
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/* Musgrave Multifractal
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*
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* H: highest fractal dimension
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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*/
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float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 1.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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for(i = 0; i < int(octaves); i++) {
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value *= (pwr * snoise(p) + 1.0);
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0)
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value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */
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return value;
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}
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/* Musgrave Heterogeneous Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float octaves, float offset)
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{
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float value, increment, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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/* first unscaled octave of function; later octaves are scaled */
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value = offset + snoise(p);
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p *= lacunarity;
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for(i = 1; i < int(octaves); i++) {
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increment = (snoise(p) + offset) * pwr * value;
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value += increment;
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pwr *= pwHL;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0) {
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increment = (snoise(p) + offset) * pwr * value;
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value += rmd * increment;
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}
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return value;
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}
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/* Hybrid Additive/Multiplicative Multifractal Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
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{
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float result, signal, weight, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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result = snoise(p) + offset;
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weight = gain * result;
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p *= lacunarity;
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for(i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
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if(weight > 1.0)
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weight = 1.0;
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signal = (snoise(p) + offset) * pwr;
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pwr *= pwHL;
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result += weight * signal;
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weight *= gain * signal;
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p *= lacunarity;
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}
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rmd = octaves - floor(octaves);
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if(rmd != 0.0)
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result += rmd * ((snoise(p) + offset) * pwr);
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return result;
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}
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/* Ridged Multifractal Terrain
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*
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* H: fractal dimension of the roughest area
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* lacunarity: gap between successive frequencies
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* octaves: number of frequencies in the fBm
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* offset: raises the terrain from `sea level'
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*/
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float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
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{
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float result, signal, weight;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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signal = offset - abs(snoise(p));
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signal *= signal;
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result = signal;
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weight = 1.0;
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for(i = 1; i < int(octaves); i++) {
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p *= lacunarity;
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weight = clamp(signal * gain, 0.0, 1.0);
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signal = offset - abs(snoise(p));
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signal *= signal;
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signal *= weight;
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result += signal * pwr;
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pwr *= pwHL;
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}
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return result;
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}
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float svm_musgrave(int type,
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float dimension,
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float lacunarity,
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float octaves,
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float offset,
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float intensity,
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float gain,
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vec3 p)
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{
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if (type == 0 /*NODE_MUSGRAVE_MULTIFRACTAL*/)
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return intensity*noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
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else if (type == 1 /*NODE_MUSGRAVE_FBM*/)
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return intensity*noise_musgrave_fBm(p, dimension, lacunarity, octaves);
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else if (type == 2 /*NODE_MUSGRAVE_HYBRID_MULTIFRACTAL*/)
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return intensity*noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
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else if (type == 3 /*NODE_MUSGRAVE_RIDGED_MULTIFRACTAL*/)
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return intensity*noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
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else if (type == 4 /*NODE_MUSGRAVE_HETERO_TERRAIN*/)
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return intensity*noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
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return 0.0;
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}
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#endif // #ifdef BIT_OPERATIONS
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void node_tex_musgrave(vec3 co,
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float scale,
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float detail,
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float dimension,
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float lacunarity,
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float offset,
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float gain,
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float type,
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out vec4 color,
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out float fac)
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{
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#ifdef BIT_OPERATIONS
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fac = svm_musgrave(int(type),
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dimension,
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lacunarity,
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detail,
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offset,
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1.0,
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gain,
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co*scale);
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#else
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fac = 1.0;
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#endif
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color = vec4(fac, fac, fac, 1.0);
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}
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void node_tex_sky(vec3 co, out vec4 color)
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{
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color = vec4(1.0);
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@ -58,12 +58,17 @@ static void node_shader_init_tex_musgrave(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_tex_musgrave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[0].link)
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if (!in[0].link) {
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in[0].link = GPU_attribute(CD_ORCO, "");
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GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
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}
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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, "node_tex_musgrave", in, out);
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NodeTexMusgrave *tex = (NodeTexMusgrave *)node->storage;
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float type = tex->musgrave_type;
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return GPU_stack_link(mat, "node_tex_musgrave", in, out, GPU_uniform(&type));
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}
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/* node type definition */
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