/* turb.sl * * shader for viewing simple turbulence * */ #include "rmannotes.sl" surface turb(float turbfreq = 2) { point PP; float turb, f; float maxfreq = 6; PP = transform("shader", P) * turbfreq; turb = 0; for (f = 1; f < maxfreq; f *= 2) turb += abs(snoise(PP * f)) / f; Ci = turb; }