20 #include "../node_shader_util.h"
25 {
SOCK_FLOAT,
N_(
"Radius"), 0.05f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
26 {
SOCK_VECTOR,
N_(
"Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
31 {
SOCK_VECTOR,
N_(
"Normal"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
48 "direction_transform_m4v3",
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_storage(struct bNodeType *ntype, const char *storagename, void(*freefunc)(struct bNode *node), void(*copyfunc)(struct bNodeTree *dest_ntree, struct bNode *dest_node, const struct bNode *src_node))
void nodeRegisterType(struct bNodeType *ntype)
GPUNodeLink * GPU_builtin(eGPUBuiltin builtin)
@ GPU_INVERSE_VIEW_MATRIX
bool GPU_link(GPUMaterial *mat, const char *name,...)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate SH_NODE_BEVEL
void register_node_type_sh_bevel(void)
static void node_shader_init_bevel(bNodeTree *UNUSED(ntree), bNode *node)
static int gpu_shader_bevel(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static bNodeSocketTemplate sh_node_bevel_in[]
static bNodeSocketTemplate sh_node_bevel_out[]
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
Compact definition of a node socket.