Commit: 5a6f1fa563759a065d4a21b9b6178d61ebe993a2
Author: Shane Ambler
Date:   Mon Dec 3 12:16:30 2018 +0100
Branches: master
https://developer.blender.org/rB5a6f1fa563759a065d4a21b9b6178d61ebe993a2

Fix T58600: update OSL scripts to work with OSL 1.10.x.

===================================================================

M       intern/cycles/kernel/shaders/node_brick_texture.osl
M       intern/cycles/kernel/shaders/node_checker_texture.osl
M       intern/cycles/kernel/shaders/node_environment_texture.osl
M       intern/cycles/kernel/shaders/node_musgrave_texture.osl
M       intern/cycles/kernel/shaders/node_noise_texture.osl

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl 
b/intern/cycles/kernel/shaders/node_brick_texture.osl
index c303594681c..9d2e5b74ce6 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -19,10 +19,10 @@
 
 /* Brick */
 
-float brick_noise(int n) /* fast integer noise */
+float brick_noise(int ns) /* fast integer noise */
 {
        int nn;
-       n = (n + 1013) & 2147483647;
+       int n = (ns + 1013) & 2147483647;
        n = (n >> 13) ^ n;
        nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
        return 0.5 * ((float)nn / 1073741824.0);
@@ -30,7 +30,7 @@ float brick_noise(int n) /* fast integer noise */
 
 float brick(point p, float mortar_size, float mortar_smooth, float bias,
        float BrickWidth, float row_height, float offset_amount, int 
offset_frequency,
-       float squash_amount, int squash_frequency, float tint)
+       float squash_amount, int squash_frequency, output float tint)
 {
        int bricknum, rownum;
        float offset = 0.0;
diff --git a/intern/cycles/kernel/shaders/node_checker_texture.osl 
b/intern/cycles/kernel/shaders/node_checker_texture.osl
index ae84c71dd42..e745cfaee06 100644
--- a/intern/cycles/kernel/shaders/node_checker_texture.osl
+++ b/intern/cycles/kernel/shaders/node_checker_texture.osl
@@ -19,11 +19,12 @@
 
 /* Checker */
 
-float checker(point p)
+float checker(point ip)
 {
-       p[0] = (p[0] + 0.000001) * 0.999999;
-       p[1] = (p[1] + 0.000001) * 0.999999;
-       p[2] = (p[2] + 0.000001) * 0.999999;
+       point p;
+       p[0] = (ip[0] + 0.000001) * 0.999999;
+       p[1] = (ip[1] + 0.000001) * 0.999999;
+       p[2] = (ip[2] + 0.000001) * 0.999999;
        
        int xi = (int)fabs(floor(p[0]));
        int yi = (int)fabs(floor(p[1]));
diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl 
b/intern/cycles/kernel/shaders/node_environment_texture.osl
index 0a7f602226d..95d9d813969 100644
--- a/intern/cycles/kernel/shaders/node_environment_texture.osl
+++ b/intern/cycles/kernel/shaders/node_environment_texture.osl
@@ -25,8 +25,9 @@ vector 
environment_texture_direction_to_equirectangular(vector dir)
        return vector(u, v, 0.0);
 }
 
-vector environment_texture_direction_to_mirrorball(vector dir)
+vector environment_texture_direction_to_mirrorball(vector idir)
 {
+       vector dir = idir;
        dir[1] -= 1.0;
 
        float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0));
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl 
b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index 91f4fba5898..454b3834081 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -26,13 +26,14 @@
  * from "Texturing and Modelling: A procedural approach"
  */
 
-float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
+float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
 {
        float rmd;
        float value = 0.0;
        float pwr = 1.0;
        float pwHL = pow(lacunarity, -H);
        int i;
+       point p = ip;
 
        for (i = 0; i < (int)octaves; i++) {
                value += safe_noise(p, "signed") * pwr;
@@ -54,13 +55,14 @@ float noise_musgrave_fBm(point p, float H, float 
lacunarity, float octaves)
  * octaves: number of frequencies in the fBm
  */
 
-float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float 
octaves)
+float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float 
octaves)
 {
        float rmd;
        float value = 1.0;
        float pwr = 1.0;
        float pwHL = pow(lacunarity, -H);
        int i;
+       point p = ip;
 
        for (i = 0; i < (int)octaves; i++) {
                value *= (pwr * safe_noise(p, "signed") + 1.0);
@@ -83,12 +85,13 @@ float noise_musgrave_multi_fractal(point p, float H, float 
lacunarity, float oct
  * offset: raises the terrain from `sea level'
  */
 
-float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float 
octaves, float offset)
+float noise_musgrave_hetero_terrain(point ip, float H, float lacunarity, float 
octaves, float offset)
 {
        float value, increment, rmd;
        float pwHL = pow(lacunarity, -H);
        float pwr = pwHL;
        int i;
+       point p = ip;
 
        /* first unscaled octave of function; later octaves are scaled */
        value = offset + safe_noise(p, "signed");
@@ -118,13 +121,14 @@ float noise_musgrave_hetero_terrain(point p, float H, 
float lacunarity, float oc
  * offset: raises the terrain from `sea level'
  */
 
-float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
+float noise_musgrave_hybrid_multi_fractal(point ip, float H, float lacunarity,
                                           float octaves, float offset, float 
gain)
 {
        float result, signal, weight, rmd;
        float pwHL = pow(lacunarity, -H);
        float pwr = pwHL;
        int i;
+       point p = ip;
 
        result = safe_noise(p, "signed") + offset;
        weight = gain * result;
@@ -156,13 +160,14 @@ float noise_musgrave_hybrid_multi_fractal(point p, float 
H, float lacunarity,
  * offset: raises the terrain from `sea level'
  */
 
-float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
+float noise_musgrave_ridged_multi_fractal(point ip, float H, float lacunarity,
                                           float octaves, float offset, float 
gain)
 {
        float result, signal, weight;
        float pwHL = pow(lacunarity, -H);
        float pwr = pwHL;
        int i;
+       point p = ip;
 
        signal = offset - fabs(safe_noise(p, "signed"));
        signal *= signal;
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl 
b/intern/cycles/kernel/shaders/node_noise_texture.osl
index e83e5b5b211..42a30897341 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -19,9 +19,10 @@
 
 /* Noise */
 
-float noise(point p, float distortion, float detail, float fac, color Color)
+float noise(point ip, float distortion, float detail, output color Color)
 {
        point r;
+       point p = ip;
        int hard = 0;
 
        if (distortion != 0.0) {
@@ -32,7 +33,7 @@ float noise(point p, float distortion, float detail, float 
fac, color Color)
                p += r;
        }
 
-       fac = noise_turbulence(p, detail, hard);
+       float fac = noise_turbulence(p, detail, hard);
        
        Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, 
hard),
                noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
@@ -55,6 +56,6 @@ shader node_noise_texture(
        if (use_mapping)
                p = transform(mapping, p);
 
-       Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
+       Fac = noise(p * Scale, Distortion, Detail, Color);
 }

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to