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Showing posts with the label frac

OSL - simple UV things and frac fract alternative

Here is a shoddy OSL shader that follow on from some of my GLSL experiments of yesteryear. I couldn't seem to find a frac or fract  function, but fmod-ing (it's like modulo) against 1 does the same thing. I don't put any input parameters in this shader. EDIT - just saw someone else's code that use x-floor(x) for fract, which could be faster..who knows! Variables Lame an Cat are assigned to u and v, I then multiply them by different values and fmod them so they repeat 3 and 4 times. It seems like u and v will be taken automatically, which is nice. After that I do a bit of if statement colour assignment.   shader use_uv(output color resultRGB = 0) {      float lame=u;      float cat=v;      cat=fmod(v*3,1);      lame=fmod(u*4,1);      resultRGB = color(lame, v, 1);      if(lame>0.5){      resultRGB+=color(0.3,0.4,0); } if(v<0.1){      resultRGB+=color(0...