20 #include "../node_shader_util.h"
25 {
SOCK_FLOAT,
N_(
"Strength"), 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000000.0f},
26 {
SOCK_FLOAT,
N_(
"Smooth"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
33 {
SOCK_FLOAT,
N_(
"Quadratic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
34 {
SOCK_FLOAT,
N_(
"Linear"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
35 {
SOCK_FLOAT,
N_(
"Constant"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
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))
#define NODE_CLASS_OP_COLOR
void nodeRegisterType(struct bNodeType *ntype)
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 SH_NODE_LIGHT_FALLOFF
static bNodeSocketTemplate sh_node_light_falloff_out[]
static bNodeSocketTemplate sh_node_light_falloff_in[]
static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
void register_node_type_sh_light_falloff(void)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
Compact definition of a node socket.