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public c v1 · immutable//from blender/render/intern/source/texture.cstatic int texnoise(Tex *tex, TexResult *texres){ float div=3.0, val; int ran, loop; BLI_srand(tex->seed); /* random seed. same each time -> each pixel gets same value :( */ val= BLI_frand() * 3; /* gives random number between 0 and 3 */ /*relevant for only noisedepth*/ loop= tex->noisedepth; while(loop--) { ran= (ran>>2); val*= (ran & 3); div*= 3.0; } texres->tin= val/div; BRICONT; return TEX_INT;}