Code cleanup / Cycles:
* Remove code for the unused Wave texture variations. We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here. We can always get the code back from SVN if we need something.
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@@ -22,21 +22,19 @@ CCL_NAMESPACE_BEGIN
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__device_noinline float svm_wave(NodeWaveType type, float3 p, float scale, float detail, float distortion, float dscale)
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{
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float w, n;
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float n;
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p *= scale;
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if(type == NODE_WAVE_BANDS)
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n = (p.x + p.y + p.z) * 10.0f;
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else /* if(type == NODE_WAVE_RINGS) */
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else /* NODE_WAVE_RINGS */
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n = len(p) * 20.0f;
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if(distortion != 0.0f)
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n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
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w = noise_wave(NODE_WAVE_SINE, n);
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return w;
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return 0.5f + 0.5f * sinf(n);
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}
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__device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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