Add Chromium-only Blender WebEngine parity work
This commit is contained in:
78
blender-5.2.0/scripts/templates_osl/advanced_camera.osl
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78
blender-5.2.0/scripts/templates_osl/advanced_camera.osl
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/* An advanced perspective camera, implementing several examples
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* of things you can do with custom cameras. */
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float invertDistortionModel(float x, float y, float k1, float k2, float k3)
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{
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// Solves u = d*(1 + k1*d^2 + k2*d^4 + k3*d^6) for d.
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// Returns stretch factor.
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float u = sqrt(x * x + y * y);
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float d = u;
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for (int i = 0; i < 50; i++) {
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float d2 = d * d;
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float f = u - d * (1 + d2 * (k1 + d2 * (k2 + d2 * k3)));
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float fp = -(1 + d2 * (3 * k1 + d2 * (5 * k2 + d2 * 7 * k3)));
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float diff = f / fp;
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d -= diff;
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if (fabs(diff) < 1e-7) {
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// Iteration is converging, return result.
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return d / u;
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}
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if (d > 100.0) {
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// Iteration is diverging, give up.
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return -1.0;
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}
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}
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// Reached iteration limit, give up.
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return -1.0;
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}
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shader camera(float focal_length = 50.0 [[ float min = 0.0,
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string unit = "mm",
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float sensitivity = 0.2 ]],
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int do_distortion = 0 [[ string widget = "checkBox"]],
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int do_swirl = 0 [[ string widget = "checkBox"]],
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int do_dof = 0 [[ string widget = "checkBox"]],
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float distortion_k1 = -0.2,
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float distortion_k2 = 0.0,
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float distortion_k3 = 0.0,
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float swirl_scale = 100.0,
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float swirl_amplitude = 0.01,
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float swirl_w = 0.0 [[ float sensitivity = 1]],
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output point position = 0.0,
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output vector direction = 0.0,
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output color throughput = 1.0)
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{
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point Pcam = camera_shader_raster_position() - vector(0.5);
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if (do_distortion) {
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float distort = invertDistortionModel(
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Pcam.x, Pcam.y, distortion_k1, distortion_k2, distortion_k3);
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if (distort < 0.0) {
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// Distortion model failed, skip the path.
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throughput = color(0.0);
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return;
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}
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Pcam *= distort;
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}
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vector sensor_size;
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getattribute("cam:sensor_size", sensor_size);
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Pcam = Pcam * sensor_size / focal_length;
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if (do_swirl) {
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Pcam += swirl_amplitude * noise("perlin", Pcam * swirl_scale, swirl_w);
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}
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direction = normalize(vector(Pcam.x, Pcam.y, 1.0));
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if (do_dof) {
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float focal_distance;
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getattribute("cam:focal_distance", focal_distance);
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getattribute("cam:aperture_position", position);
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position *= focal_length * 1e-3;
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point Pfocus = direction * focal_distance / direction.z;
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direction = normalize(Pfocus - position);
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}
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}
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16
blender-5.2.0/scripts/templates_osl/basic_camera.osl
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16
blender-5.2.0/scripts/templates_osl/basic_camera.osl
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/* A basic perspective camera. */
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shader camera(float focal_length = 90.0 [[ float min = 0.0,
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string unit = "mm",
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float sensitivity = 0.2 ]],
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output point position = 0.0,
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output vector direction = 0.0,
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output color throughput = 1.0)
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{
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vector sensor_size;
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getattribute("cam:sensor_size", sensor_size);
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point Pcam = camera_shader_raster_position() - point(0.5);
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Pcam *= sensor_size / focal_length;
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direction = normalize(vector(Pcam.x, Pcam.y, 1.0));
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}
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10
blender-5.2.0/scripts/templates_osl/basic_shader.osl
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10
blender-5.2.0/scripts/templates_osl/basic_shader.osl
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shader basic_shader(
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float in_float = 1.0,
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color in_color = color(1.0, 1.0, 1.0),
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output float out_float = 0.0,
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output color out_color = color(0.0, 0.0, 0.0)
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)
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{
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out_float = in_float * 2.0;
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out_color = in_color * 2.0;
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}
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42
blender-5.2.0/scripts/templates_osl/cubemap_camera.osl
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42
blender-5.2.0/scripts/templates_osl/cubemap_camera.osl
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/* A panorama camera implementing a full cubemap projection. */
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shader camera(output point position = 0.0,
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output vector direction = 0.0,
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output color throughput = 1.0)
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{
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vector st = camera_shader_raster_position() * vector(4, 3, 0);
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float s = fmod(st.x, 1.0) - 0.5;
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float t = fmod(st.y, 1.0) - 0.5;
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int s_face = int(floor(st.x));
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int t_face = int(floor(st.y));
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if (s_face == 0 && t_face == 1) {
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/* Left face. */
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direction = normalize(vector(-0.5, t, s));
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}
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else if (s_face == 1 && t_face == 1) {
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/* Front face. */
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direction = normalize(vector(s, t, 0.5));
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}
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else if (s_face == 2 && t_face == 1) {
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/* Right face. */
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direction = normalize(vector(0.5, t, -s));
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}
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else if (s_face == 3 && t_face == 1) {
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/* Back face. */
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direction = normalize(vector(-s, t, -0.5));
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}
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else if (s_face == 1 && t_face == 2) {
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/* Top face. */
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direction = normalize(vector(s, 0.5, -t));
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}
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else if (s_face == 1 && t_face == 0) {
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/* Bottom face. */
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direction = normalize(vector(s, -0.5, t));
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}
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else {
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/* Outside cube map. */
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throughput = color(0.0);
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}
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}
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6
blender-5.2.0/scripts/templates_osl/empty_shader.osl
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6
blender-5.2.0/scripts/templates_osl/empty_shader.osl
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shader name()
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{
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}
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17
blender-5.2.0/scripts/templates_osl/gabor_noise.osl
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17
blender-5.2.0/scripts/templates_osl/gabor_noise.osl
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shader gabor_noise(
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point Point = P,
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vector Direction = vector(1, 0, 0),
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int Anisotropic = 0,
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float Bandwidth = 1.0,
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float Impulses = 16,
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output float Gabor = 0.8)
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{
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Gabor = noise("gabor", Point,
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"direction", Direction,
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"anisotropic", Anisotropic,
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"do_filter", 1, // Set to 0 to disable filtering/anti-aliasing
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"bandwidth", Bandwidth,
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"impulses", Impulses);
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}
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141
blender-5.2.0/scripts/templates_osl/lyapunov_texture.osl
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141
blender-5.2.0/scripts/templates_osl/lyapunov_texture.osl
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/*
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* Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov
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* Original code: Sylvio Sell - maitag.de - Rostock Germany 2013
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* OSL port by Thomas Dinges
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* More information: https://projects.blender.org/blender/blender/issues/32305
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*/
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/* Fac_Type
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* 0, SPREAD, Spread indices for fac output
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* 1, ABS, Absolute values from indices
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* 2, COLOR, Get fac output from used colors
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* 3, REAL, Real indices
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*/
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/* Render_Type
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* 0, NEG, Negative Lyapunov indices only
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* 1, POS, Positive Lyapunov indices only
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* 2, ALL, Positive and negative indices
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*/
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float lyapunov(point p, float iteration_pre, float iteration_main, float p1, float p2)
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{
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/* Coordinates */
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float a = p[0];
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float b = p[1];
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float c = p[2];
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int iter_pre = (int)floor(iteration_pre);
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int iter_main = (int)floor(iteration_main);
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float nabla_pre = iteration_pre - (float)iter_pre;
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float nabla_main = iteration_main - (float)iter_main;
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float x = 0.0;
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float index = 0.0;
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float derivation = 0.0;
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int iter = 0;
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/* Pre-iteration */
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for (int i = 0; i < iter_pre; i++) {
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x = p1 * sin(x + a) * sin(x + a) + p2;
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x = p1 * sin(x + b) * sin(x + b) + p2;
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x = p1 * sin(x + c) * sin(x + c) + p2;
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}
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if (nabla_pre != 0.0) {
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float x_pre = x;
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x = p1 * sin(x + a) * sin(x + a) + p2;
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x = p1 * sin(x + b) * sin(x + b) + p2;
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x = p1 * sin(x + c) * sin(x + c) + p2;
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x = x * nabla_pre + x_pre * (1.0 - nabla_pre);
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}
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/* Main-iteration */
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for (int i = 0; i < iter_main; i++) {
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x = p1 * sin(x + a) * sin(x + a) + p2;
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derivation = 2.0 *p1 *sin(x + a) * cos(x + a);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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x = p1 * sin(x + b) * sin(x + b) + p2;
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derivation = 2.0 *p1 *sin(x + b) * cos(x + b);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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x = p1 * sin(x + c) * sin(x + c) + p2;
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derivation = 2.0 *p1 *sin(x + c) * cos(x + c);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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}
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if (nabla_main == 0.0) {
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index = (iter != 0) ? index / (float)(iter) : 0.0;
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}
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else {
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float index_pre = (iter != 0) ? index / (float)(iter) : 0.0;
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x = p1 * sin(x + a) * sin(x + a) + p2;
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derivation = 2.0 *p1 *sin(x + a) * cos(x + a);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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x = p1 * sin(x + b) * sin(x + b) + p2;
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derivation = 2.0 *p1 *sin(x + b) * cos(x + b);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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x = p1 * sin(x + c) * sin(x + c) + p2;
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derivation = 2.0 *p1 *sin(x + c) * cos(x + c);
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if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
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index = (iter != 0) ? index / (float)(iter) : 0.0;
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index = index * nabla_main + index_pre * (1.0 - nabla_main);
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}
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return index;
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}
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shader node_lyapunov(
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color Pos_Color = color(1.0, 0.0, 0.0),
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color Mid_Color = color(0.0, 0.0, 0.0),
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color Neg_Color = color(0.0, 0.0, 1.0),
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float Pre_Iteration = 0.0,
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float Main_Iteration = 1.0,
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float Pos_Scale = 0.5,
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float Neg_Scale = 0.5,
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float Param1 = 2.0,
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float Param2 = 2.0,
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int Fac_Type = 0,
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int Render_Type = 2,
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float Scale = 0.25,
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point Pos = P,
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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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/* Calculate Texture */
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float index = lyapunov(Pos * Scale, Pre_Iteration, Main_Iteration, Param1, Param2);
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/* Calculate Color */
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if (index > 0.0 && (Render_Type != 0)) {
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index *= Pos_Scale;
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if (index > 1.0) { index = 1.0; }
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Color = (Pos_Color - Mid_Color) * index + Mid_Color;
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}
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else if (index < 0.0 && (Render_Type != 1)) {
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index *= Neg_Scale;
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if (index < -1.0) { index = -1.0; }
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Color = (Mid_Color - Neg_Color) * index + Mid_Color;
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}
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else {
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Color = Mid_Color;
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}
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/* Adjust Index */
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if (Fac_Type == 0) {
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index = 0.5 + index * 0.5;
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}
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else if (Fac_Type == 1) {
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index = fabs(index);
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}
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else if (Fac_Type == 2) {
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index = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
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}
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Fac = index;
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}
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27
blender-5.2.0/scripts/templates_osl/noise.osl
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27
blender-5.2.0/scripts/templates_osl/noise.osl
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@@ -0,0 +1,27 @@
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shader noise(
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float Time = 1.0,
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point Point = P,
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output float Cell = 0.0,
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output color Perlin = 0.8,
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output color UPerlin = 0.8,
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output color Simplex = 0.8,
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output color USimplex = 0.8)
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{
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/* Cell Noise */
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Cell = noise("cell", Point);
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/* Perlin 4D Noise */
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Perlin = noise("perlin", Point, Time);
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/* UPerlin 4D Noise */
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UPerlin = noise("uperlin", Point, Time);
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/* Simplex 4D Noise */
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Simplex = noise("simplex", Point, Time);
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/* USimplex 4D Noise */
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USimplex = noise("usimplex", Point, Time);
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}
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20
blender-5.2.0/scripts/templates_osl/ramp_closure.osl
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20
blender-5.2.0/scripts/templates_osl/ramp_closure.osl
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@@ -0,0 +1,20 @@
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shader node_ramp_bsdf(
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float Exponent = 10.0,
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color Color1 = color(0.8, 0.0, 0.0),
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color Color2 = color(0.0, 0.8, 0.0),
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color Color3 = color(0.0, 0.0, 0.8),
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color Color4 = 0.1,
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color Color5 = 0.2,
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color Color6 = 0.3,
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color Color7 = 0.4,
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color Color8 = 0.5,
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normal Normal = N,
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output closure color Phong = 0,
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output closure color Diffuse = 0)
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{
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color Color[8] = {Color1, Color2, Color3, Color4, Color5, Color6, Color7, Color8};
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Phong = phong_ramp(Normal, Exponent, Color);
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Diffuse = diffuse_ramp(Normal, Color);
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}
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