30 {
SOCK_FLOAT,
N_(
"Distance"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
31 {
SOCK_FLOAT,
N_(
"Height"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
32 {
SOCK_FLOAT,
N_(
"Height_dx"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f,
PROP_NONE,
SOCK_UNAVAIL},
33 {
SOCK_FLOAT,
N_(
"Height_dy"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f,
PROP_NONE,
SOCK_UNAVAIL},
34 {
SOCK_VECTOR,
N_(
"Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
48 GPU_link(mat,
"world_normals_get", &in[5].link);
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_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_VECTOR
void nodeRegisterType(struct bNodeType *ntype)
GPUNodeLink * GPU_builtin(eGPUBuiltin builtin)
GPUNodeLink * GPU_constant(const float *num)
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 SH_NODE_BUMP
void register_node_type_sh_bump(void)
static bNodeSocketTemplate sh_node_bump_in[]
static bNodeSocketTemplate sh_node_bump_out[]
static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
Compact definition of a node socket.
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)