ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / kernel / shaders / node_magic_texture.osl
index 8d6af39..aa700e5 100644 (file)
 
 color magic(point p, int n, float distortion)
 {
-       float dist = distortion;
-
-       float x =  sin(( p[0] + p[1] + p[2]) * 5.0);
-       float y =  cos((-p[0] + p[1] - p[2]) * 5.0);
-       float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
-
-       if (n > 0) {
-               x *= dist;
-               y *= dist;
-               z *= dist;
-               y = -cos(x - y + z);
-               y *= dist;
-
-               if (n > 1) {
-                       x = cos(x - y - z);
-                       x *= dist;
-
-                       if (n > 2) {
-                               z = sin(-x - y - z);
-                               z *= dist;
-
-                               if (n > 3) {
-                                       x = -cos(-x + y - z);
-                                       x *= dist;
-
-                                       if (n > 4) {
-                                               y = -sin(-x + y + z);
-                                               y *= dist;
-
-                                               if (n > 5) {
-                                                       y = -cos(-x + y + z);
-                                                       y *= dist;
-
-                                                       if (n > 6) {
-                                                               x = cos(x + y + z);
-                                                               x *= dist;
-
-                                                               if (n > 7) {
-                                                                       z = sin(x + y - z);
-                                                                       z *= dist;
-
-                                                                       if (n > 8) {
-                                                                               x = -cos(-x - y + z);
-                                                                               x *= dist;
-
-                                                                               if (n > 9) {
-                                                                                       y = -sin(x - y + z);
-                                                                                       y *= dist;
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if (dist != 0.0) {
-               dist *= 2.0;
-               x /= dist;
-               y /= dist;
-               z /= dist;
-       }
-
-       return color(0.5 - x, 0.5 - y, 0.5 - z);
+  float dist = distortion;
+
+  float x = sin((p[0] + p[1] + p[2]) * 5.0);
+  float y = cos((-p[0] + p[1] - p[2]) * 5.0);
+  float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
+
+  if (n > 0) {
+    x *= dist;
+    y *= dist;
+    z *= dist;
+    y = -cos(x - y + z);
+    y *= dist;
+
+    if (n > 1) {
+      x = cos(x - y - z);
+      x *= dist;
+
+      if (n > 2) {
+        z = sin(-x - y - z);
+        z *= dist;
+
+        if (n > 3) {
+          x = -cos(-x + y - z);
+          x *= dist;
+
+          if (n > 4) {
+            y = -sin(-x + y + z);
+            y *= dist;
+
+            if (n > 5) {
+              y = -cos(-x + y + z);
+              y *= dist;
+
+              if (n > 6) {
+                x = cos(x + y + z);
+                x *= dist;
+
+                if (n > 7) {
+                  z = sin(x + y - z);
+                  z *= dist;
+
+                  if (n > 8) {
+                    x = -cos(-x - y + z);
+                    x *= dist;
+
+                    if (n > 9) {
+                      y = -sin(x - y + z);
+                      y *= dist;
+                    }
+                  }
+                }
+              }
+            }
+          }
+        }
+      }
+    }
+  }
+
+  if (dist != 0.0) {
+    dist *= 2.0;
+    x /= dist;
+    y /= dist;
+    z /= dist;
+  }
+
+  return color(0.5 - x, 0.5 - y, 0.5 - z);
 }
 
-shader node_magic_texture(
-       int use_mapping = 0,
-       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
-       int depth = 2,
-       float Distortion = 5.0,
-       float Scale = 5.0,
-       point Vector = P,
-       output float Fac = 0.0,
-       output color Color = 0.0)
+shader node_magic_texture(int use_mapping = 0,
+                          matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
+                          int depth = 2,
+                          float Distortion = 5.0,
+                          float Scale = 5.0,
+                          point Vector = P,
+                          output float Fac = 0.0,
+                          output color Color = 0.0)
 {
-       point p = Vector;
+  point p = Vector;
 
-       if (use_mapping)
-               p = transform(mapping, p);
+  if (use_mapping)
+    p = transform(mapping, p);
 
-       Color = magic(p * Scale, depth, Distortion);
-       Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
+  Color = magic(p * Scale, depth, Distortion);
+  Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
 }
-