30 {
SOCK_RGBA,
N_(
"Bricks 1"), 0.596f, 0.282f, 0.0f, 1.0f},
31 {
SOCK_RGBA,
N_(
"Bricks 2"), 0.632f, 0.504f, 0.05f, 1.0f},
54 nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
55 return 0.5f * ((
float)nn / 1073741824.0f);
60 const float *co = p->
co;
83 rownum = (int)
floor(
y / row_height);
85 if (
node->custom1 &&
node->custom2) {
86 brick_width *= ((int)(rownum) %
node->custom2) ? 1.0f :
node->custom4;
87 offset = ((
int)(rownum) %
node->custom1) ? 0 : (brick_width *
node->custom3);
90 bricknum = (int)
floor((
x + offset) / brick_width);
92 ins_x = (
x + offset) - brick_width * bricknum;
93 ins_y =
y - row_height * rownum;
95 tint =
noise((rownum << 16) + (bricknum & 0xFFFF)) + bias;
96 CLAMP(tint, 0.0f, 1.0f);
98 if (ins_x < mortar_thickness || ins_y < mortar_thickness ||
99 ins_x > (brick_width - mortar_thickness) || ins_y > (row_height - mortar_thickness)) {
typedef float(TangentPoint)[2]
void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
#define NODE_CLASS_PATTERN
void node_type_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
void node_type_exec(struct bNodeType *ntype, NodeInitExecFunction init_exec_fn, NodeFreeExecFunction free_exec_fn, NodeExecFunction exec_fn)
void nodeRegisterType(struct bNodeType *ntype)
MINLINE void copy_v4_v4(float r[4], const float a[4])
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
Group RGB to Bright Vector Camera CLAMP
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti TEX_NODE_BRICKS
void register_node_type_tex_bricks(void)
static float noise(int n)
static bNodeSocketTemplate outputs[]
static bNodeSocketTemplate inputs[]
static void exec(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out)
static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread)
static void init(bNodeTree *UNUSED(ntree), bNode *node)
void tex_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
float tex_input_value(bNodeStack *in, TexParams *params, short thread)
void tex_input_rgba(float *out, bNodeStack *in, TexParams *params, short thread)
void tex_output(bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack *out, TexFn texfn, TexCallData *cdata)
Compact definition of a node socket.
ccl_device_inline float2 floor(const float2 &a)