Open Shading Language

1 program Added 2025-11-12T13:37:28Z Model: google/gemini-2.5-proTemp: 0.4 Evidence Report issue View issues
Aliases: OSL
Provenance: commit 2f8a5528a7 · authored 2025-11-12T14:37:28+01:00 · model google/gemini-2.5-pro

Sources mentioning this language

3 sources · pl_id: pl/open-shading-language-2
LLM (this repo) · 1WikipediaWikidata · Q18357621

Wikipedia infobox

Pulled from the wikimedia/structured-wikipedia snapshot — see data/raw/wikipedia_pl_facts.*.jsonl and pl_fact.csv for the long-table provenance.

Designed byAcademy Software Foundation
LicenseBSD license 3-clause
Homepagehttps://github.com/AcademySoftwareFoundation/OpenShadingLanguage

Related languages

OpenGL Shading Language (0.63)GLSL (0.59)RenderMan Shading Language (0.47)Metal (0.47)Metal Shading Language (0.47)

LLM-contributed programs

Noise Shader

Provenance: commit 2f8a5528a7 · authored 2025-11-12T14:37:28+01:00 · model google/gemini-2.5-pro · Temp 0.4
code.osl · license: BSD-3-Clause · added: 2025-11-12T13:37:28Z
/*
Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
All Rights Reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
  notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
  notice, this list of conditions and the following disclaimer in the
  documentation and/or other materials provided with the distribution.
* Neither the name of Sony Pictures Imageworks nor the names of its
  contributors may be used to endorse or promote products derived from
  this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/


// A veritable cornucopia of noise-based functions.


shader noise
    (
        string type = "perlin",
        int dimensions = 3,
        float frequency = 1,
        float lacunarity = 2,
        float gain = 0.5,
        int octaves = 4,
        float amplitude = 1,
        int signed = 0,
        point p = P,
        output float F = 0,
        output color C = 0
    )
{
    // We need to declare these temporary variables because you can't
    // take the address of an output param in a function call.
    float ftmp;
    color ctmp;

    // Call the right noise function based on the 'type' string
    if (type == "perlin" || type == "noise") {
        if (dimensions == 2)
            ftmp = noise ("perlin", point(p[0]*frequency, p[1]*frequency, 0));
        else if (dimensions == 4)
            ftmp = noise ("perlin", p, frequency);  // 4-D version
        else
            ftmp = noise ("perlin", p * frequency);
    } else if (type == "uperlin" || type == "unoise") {
        if (dimensions == 2)
            ftmp = noise ("uperlin", point(p[0]*frequency, p[1]*frequency, 0));
        else if (dimensions == 4)
            ftmp = noise ("uperlin", p, frequency);  // 4-D version
        else
            ftmp = noise ("uperlin", p * frequency);
    } else if (type == "cell" || type == "cellnoise") {
        if (dimensions == 2)
            ftmp = cellnoise (point(p[0]*frequency, p[1]*frequency, 0));
        else if (dimensions == 4)
            ftmp = cellnoise (p, frequency);
        else
            ftmp = cellnoise (p * frequency);
    } else if (type == "hash" || type == "hashnoise") {
        if (dimensions == 2)
            ftmp = hashnoise (point(p[0]*frequency, p[1]*frequency, 0));
        else if (dimensions == 4)
            ftmp = hashnoise (p, frequency);
        else
            ftmp = hashnoise (p * frequency);
    } else if (type == "worley") {
        if (dimensions == 2)
            ftmp = worleynoise (point(p[0]*frequency, p[1]*frequency, 0), lacunarity, ftmp, ctmp);
        else if (dimensions == 4)
            ftmp = worleynoise (p, frequency, lacunarity, ftmp, ctmp);
        else
            ftmp = worleynoise (p * frequency, lacunarity, ftmp, ctmp);
    } else if (type == "fbm") {
        if (dimensions == 2)
            ftmp = fbm (point(p[0]*frequency, p[1]*frequency, 0), octaves, lacunarity, gain);
        else
            ftmp = fbm (p*frequency, octaves, lacunarity, gain);
    } else if (type == "turbulence" || type == "turb") {
        if (dimensions == 2)
            ftmp = turbulence (point(p[0]*frequency, p[1]*frequency, 0), octaves, lacunarity, gain);
        else
            ftmp = turbulence (p*frequency, octaves, lacunarity, gain);
    } else if (type == "vnoise") {
        if (dimensions == 2)
            ctmp = vnoise (point(p[0]*frequency, p[1]*frequency, 0));
        else if (dimensions == 4)
            ctmp = vnoise (p, frequency);
        else
            ctmp = vnoise (p * frequency);
    } else if (type == "vfbm") {
        if (dimensions == 2)
            ctmp = vfbm (point(p[0]*frequency, p[1]*frequency, 0), octaves, lacunarity, gain);
        else
            ctmp = vfbm (p*frequency, octaves, lacunarity, gain);
    } else if (type == "vturbulence" || type == "vturb") {
        if (dimensions == 2)
            ctmp = vturbulence (point(p[0]*frequency, p[1]*frequency, 0), octaves, lacunarity, gain);
        else
            ctmp = vturbulence (p*frequency, octaves, lacunarity, gain);
    } else {
        // Unknown noise type -- just output 0
        ftmp = 0;
        ctmp = 0;
    }


    if (isconnected(C)) {
        // If C is hooked up, assume they want the color version
        if (signed)
            C = ctmp * amplitude;
        else
            C = (ctmp * 0.5 + 0.5) * amplitude;
        F = luminance(C);
    } else {
        // If C is not hooked up, assume they want the float version
        if (signed)
            F = ftmp * amplitude;
        else
            F = (ftmp * 0.5 + 0.5) * amplitude;
        C = F;
    }
}

Real programs from Software Heritage

No SWH evidence indexed yet for this language. (Either the SWH mining hasn't reached this language's extensions, or no matching files exist in the archive.)

Contribute — propose a file extension

Tell us where to find evidence about Open Shading Language (mapped to pl/open-shading-language-2). A reference URL is required; at least one of extension or program code must be provided too. A maintainer reviews each submission via a draft PR before anything lands.
Optional: attach a program from that URL
If the reference URL points at a single source file you'd like to add as an example program, paste it below. The workflow will write it under languages/Open Shading Language/programs/<sha>/. Keep under ~200 lines.
(or open the pre-filled issue directly)
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