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Thomas Dinges
committed
shader gabor_noise(
point Point = P,
vector Direction = vector(1, 0, 0),
int Anisotropic = 0,
float Bandwidth = 1.0,
float Impulses = 16,
output float Gabor = 0.8)
Thomas Dinges
committed
Gabor = noise("gabor", Point,
"direction", Direction,
"anisotropic", Anisotropic,
"do_filter", 1, // Set to 0 to disable filtering/anti-aliasing
"bandwidth", Bandwidth,
"impulses", Impulses);