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Performance is improved by roughly 25% when both the Factor and Color outputs are used in Geometry nodes. For EEVEE and OSL only a small improvement was measured, as dead code eliminate can optimize this. But there may be cases where it doesn't work so best to be explicit. Pull Request: https://projects.blender.org/blender/blender/pulls/152684
308 lines
10 KiB
Text
308 lines
10 KiB
Text
/* 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 "node_noise.h"
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#include "stdcycles.h"
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#include "vector2.h"
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#include "vector4.h"
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#define vector3 point
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#define NOISE_SELECT(T) \
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float noise_select(T p, \
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float detail, \
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float roughness, \
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float lacunarity, \
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float offset, \
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float gain, \
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string type, \
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int use_normalize) \
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{ \
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if (type == "multifractal") { \
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return noise_multi_fractal(p, detail, roughness, lacunarity); \
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} \
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else if (type == "fBM") { \
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return noise_fbm(p, detail, roughness, lacunarity, use_normalize); \
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} \
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else if (type == "hybrid_multifractal") { \
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return noise_hybrid_multi_fractal(p, detail, roughness, lacunarity, offset, gain); \
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} \
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else if (type == "ridged_multifractal") { \
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return noise_ridged_multi_fractal(p, detail, roughness, lacunarity, offset, gain); \
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} \
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else if (type == "hetero_terrain") { \
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return noise_hetero_terrain(p, detail, roughness, lacunarity, offset); \
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} \
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else { \
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error("Unknown Type!"); \
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return 0.0; \
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} \
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}
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/* The following offset functions generate random offsets to be added to texture
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* coordinates to act as a seed since the noise functions don't have seed values.
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* A seed value is needed for generating distortion textures and color outputs.
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* The offset's components are in the range [100, 200], not too high to cause
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* bad precision and not too small to be noticeable. We use float seed because
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* OSL only support float hashes.
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*/
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float random_float_offset(float seed)
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{
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return 100.0 + noise("hash", seed) * 100.0;
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}
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vector2 random_vector2_offset(float seed)
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{
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return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0);
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}
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vector3 random_vector3_offset(float seed)
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{
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return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0,
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100.0 + noise("hash", seed, 2.0) * 100.0);
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}
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vector4 random_vector4_offset(float seed)
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{
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return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
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100.0 + noise("hash", seed, 1.0) * 100.0,
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100.0 + noise("hash", seed, 2.0) * 100.0,
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100.0 + noise("hash", seed, 3.0) * 100.0);
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}
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/* Noise Select */
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NOISE_SELECT(float)
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NOISE_SELECT(vector2)
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NOISE_SELECT(vector3)
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NOISE_SELECT(vector4)
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float noise_texture(float co,
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float detail,
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float roughness,
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float lacunarity,
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float offset,
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float gain,
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float distortion,
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string type,
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int use_normalize,
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output color Color)
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{
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float p = co;
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if (distortion != 0.0) {
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p += safe_snoise(p + random_float_offset(0.0)) * distortion;
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}
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float value = noise_select(p, detail, roughness, lacunarity, offset, gain, type, use_normalize);
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if (isconnected(Color) != 0) {
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Color = color(value,
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noise_select(p + random_float_offset(1.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize),
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noise_select(p + random_float_offset(2.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize));
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}
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return value;
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}
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float noise_texture(vector2 co,
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float detail,
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float roughness,
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float lacunarity,
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float offset,
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float gain,
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float distortion,
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string type,
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int use_normalize,
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output color Color)
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{
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vector2 p = co;
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if (distortion != 0.0) {
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p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
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safe_snoise(p + random_vector2_offset(1.0)) * distortion);
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}
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float value = noise_select(p, detail, roughness, lacunarity, offset, gain, type, use_normalize);
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if (isconnected(Color) != 0) {
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Color = color(value,
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noise_select(p + random_vector2_offset(2.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize),
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noise_select(p + random_vector2_offset(3.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize));
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}
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return value;
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}
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float noise_texture(vector3 co,
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float detail,
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float roughness,
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float lacunarity,
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float offset,
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float gain,
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float distortion,
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string type,
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int use_normalize,
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output color Color)
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{
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vector3 p = co;
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if (distortion != 0.0) {
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p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
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safe_snoise(p + random_vector3_offset(1.0)) * distortion,
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safe_snoise(p + random_vector3_offset(2.0)) * distortion);
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}
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float value = noise_select(p, detail, roughness, lacunarity, offset, gain, type, use_normalize);
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if (isconnected(Color) != 0) {
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Color = color(value,
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noise_select(p + random_vector3_offset(3.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize),
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noise_select(p + random_vector3_offset(4.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize));
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}
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return value;
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}
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float noise_texture(vector4 co,
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float detail,
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float roughness,
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float lacunarity,
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float offset,
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float gain,
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float distortion,
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string type,
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int use_normalize,
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output color Color)
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{
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vector4 p = co;
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if (distortion != 0.0) {
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p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
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safe_snoise(p + random_vector4_offset(1.0)) * distortion,
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safe_snoise(p + random_vector4_offset(2.0)) * distortion,
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safe_snoise(p + random_vector4_offset(3.0)) * distortion);
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}
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float value = noise_select(p, detail, roughness, lacunarity, offset, gain, type, use_normalize);
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if (isconnected(Color) != 0) {
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Color = color(value,
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noise_select(p + random_vector4_offset(4.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize),
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noise_select(p + random_vector4_offset(5.0),
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detail,
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roughness,
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lacunarity,
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offset,
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gain,
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type,
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use_normalize));
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}
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return value;
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}
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shader node_noise_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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string dimensions = "3D",
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string type = "fBM",
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int use_normalize = 1,
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vector3 Vector = vector3(0, 0, 0),
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float W = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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float Roughness = 0.5,
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float Offset = 0.0,
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float Gain = 1.0,
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float Lacunarity = 2.0,
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float Distortion = 0.0,
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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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vector3 p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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float detail = clamp(Detail, 0.0, 15.0);
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float roughness = max(Roughness, 0.0);
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p *= Scale;
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float w = W * Scale;
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if (dimensions == "1D") {
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Fac = noise_texture(
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w, detail, roughness, Lacunarity, Offset, Gain, Distortion, type, use_normalize, Color);
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}
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else if (dimensions == "2D") {
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Fac = noise_texture(vector2(p[0], p[1]),
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detail,
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roughness,
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Lacunarity,
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Offset,
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Gain,
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Distortion,
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type,
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use_normalize,
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Color);
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}
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else if (dimensions == "3D") {
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Fac = noise_texture(
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p, detail, roughness, Lacunarity, Offset, Gain, Distortion, type, use_normalize, Color);
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}
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else if (dimensions == "4D") {
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Fac = noise_texture(vector4(p[0], p[1], p[2], w),
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detail,
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roughness,
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Lacunarity,
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Offset,
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Gain,
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Distortion,
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type,
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use_normalize,
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Color);
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}
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else {
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error("Unknown Dimension!");
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}
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}
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