20 #include "../node_shader_util.h"
31 "NodeShaderVertexColor");
32 node->storage = vertexColor;
42 if (
U.experimental.use_sculpt_vertex_colors) {
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_attribute(GPUMaterial *mat, CustomDataType type, 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 SH_NODE_VERTEX_COLOR
void *(* MEM_callocN)(size_t len, const char *str)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
void register_node_type_sh_vertex_color(void)
static int node_shader_gpu_vertex_color(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static bNodeSocketTemplate sh_node_vertex_color_out[]
static void node_shader_init_vertex_color(bNodeTree *UNUSED(ntree), bNode *node)
void node_copy_standard_storage(bNodeTree *UNUSED(dest_ntree), bNode *dest_node, const bNode *src_node)
void node_free_standard_storage(bNode *node)
Compact definition of a node socket.