206 lines
13 KiB
C
206 lines
13 KiB
C
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#include "../global.h"
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char *str_tex_gabor = "\
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fun gabor_hash3(p: float3): float3 { \
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var q: float3 = float3(dot(p, float3(127.1, 311.7, 74.7)), \
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dot(p, float3(269.5, 183.3, 246.1)), \
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dot(p, float3(113.5, 271.9, 124.6))); \
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return frac3(float3(sin(q.x) * 43758.5453, sin(q.y) * 43758.5453, sin(q.z) * 43758.5453)); \
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} \
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fun gabor_hash1(p: float3): float { \
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return frac(sin(dot(p, float3(12.9898, 78.233, 53.539))) * 43758.5453); \
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} \
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fun gabor_random_unit_vector(p: float3): float3 { \
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var h1: float = gabor_hash1(p); \
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var h2: float = gabor_hash1(p + float3(1.1, 1.1, 1.1)); \
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var theta: float = acos(2.0 * h1 - 1.0); \
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var phi: float = 2.0 * 3.14159 * h2; \
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var sin_theta: float = sin(theta); \
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return float3(sin_theta * cos(phi), sin_theta * sin(phi), cos(theta)); \
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} \
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fun tex_gabor(co: float3, scale: float, frequency: float, anisotropy: float, orientation: float3): float3 { \
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var p: float3 = co * scale; \
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var ip: float3 = floor3(p); \
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var fp: float3 = frac3(p); \
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var value: float = 0.0; \
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var intensity: float = 0.0; \
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var phase_sin: float = 0.0; \
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var phase_cos: float = 0.0; \
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var pi: float = 3.14159; \
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var a: float = 1.0; \
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for (var k: int = 0; k <= 2; k += 1) { \
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for (var j: int = 0; j <= 2; j += 1) { \
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for (var i: int = 0; i <= 2; i += 1) { \
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var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \
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var h: float3 = gabor_hash3(ip + b); \
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var r: float3 = b - fp + h; \
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var dir: float3 = normalize(orientation); \
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if (anisotropy < 1.0) { \
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var hr_p: float3 = ip + b + float3(2.2, 2.2, 2.2);\
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var hr: float = gabor_hash1(hr_p); \
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if (hr > anisotropy) { \
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var dir_p: float3 = ip + b + float3(3.3, 3.3, 3.3);\
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dir = gabor_random_unit_vector(dir_p); \
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} \
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} \
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var dot_rd: float = dot(r, dir); \
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var r_parallel: float3 = dot_rd * dir; \
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var r_perp: float3 = r - r_parallel; \
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var a_parallel: float = a * (1.0 - anisotropy) + 0.001; \
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var a_perp: float = a; \
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var d_eff: float = a_parallel * a_parallel * dot(r_parallel, r_parallel) + a_perp * a_perp * dot(r_perp, r_perp); \
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var g: float = exp(-pi * d_eff); \
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var random_phase: float = 2.0 * pi * gabor_hash1(ip + b + float3(1.1, 1.1, 1.1)); \
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var theta: float = 2.0 * pi * frequency * dot_rd + random_phase; \
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value += g * sin(theta); \
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intensity += g; \
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phase_sin += sin(theta); \
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phase_cos += cos(theta); \
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} \
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} \
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} \
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intensity = intensity * 0.5 + 0.5; \
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var phase: float = atan2(phase_sin, phase_cos) / (2.0 * pi) + 0.5; \
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return float3(value, phase, intensity); \
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} \
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";
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void gabor_texture_node_init() {
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char *gabor_dimensions_data = string("%s\n%s", _tr("2D"), _tr("3D"));
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gabor_texture_node_def =
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GC_ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Gabor Texture"),
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.type = "TEX_GABOR",
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.x = 0,
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.y = 0,
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.color = 0xff4982a0,
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.inputs = any_array_create_from_raw(
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(void *[]){
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Vector"),
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.type = "VECTOR",
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.color = 0xff6363c7,
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.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Scale"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(5.0),
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.min = 0.0,
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.max = 10.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Frequency"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(1.0),
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.min = 0.0,
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.max = 10.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Anisotropy"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Orientation"),
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.type = "VECTOR",
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.color = 0xff6363c7,
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.default_value = f32_array_create_xyz(1.0, 0.0, 0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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},
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5),
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.outputs = any_array_create_from_raw(
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(void *[]){
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Value"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.5),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Phase"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.5),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Intensity"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.5),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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},
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3),
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.buttons = any_array_create_from_raw(
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(void *[]){
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GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Dimensions"),
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.type = "ENUM",
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.output = -1,
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.default_value = f32_array_create_x(1),
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.data = u8_array_create_from_string(gabor_dimensions_data),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.height = 0}),
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},
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1),
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.width = 0,
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.flags = 0});
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gc_root(gabor_texture_node_def);
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any_array_push(nodes_material_texture, gabor_texture_node_def);
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any_map_set(parser_material_node_values, "TEX_GABOR", gabor_texture_node_value);
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}
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char *gabor_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_function(parser_material_kong, str_tex_gabor);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
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char *frequency = parser_material_parse_value_input(node->inputs->buffer[2], false);
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char *anisotropy = parser_material_parse_value_input(node->inputs->buffer[3], false);
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char *orientation = parser_material_parse_vector_input(node->inputs->buffer[4]);
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char *res = string("tex_gabor(%s, %s, %s, %s, %s)", co, scale, frequency, anisotropy, orientation);
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if (socket == node->outputs->buffer[0]) { // Value
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return string("%s.x", res);
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}
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else if (socket == node->outputs->buffer[1]) { // Phase
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return string("%s.y", res);
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}
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else { // Intensity
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return string("%s.z", res);
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}
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}
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