20 #include "../node_shader_util.h"
23 {
SOCK_FLOAT,
N_(
"Is Strand"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
24 {
SOCK_FLOAT,
N_(
"Intercept"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
25 {
SOCK_FLOAT,
N_(
"Thickness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
26 {
SOCK_VECTOR,
N_(
"Tangent Normal"), 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))
#define SH_NODE_HAIR_INFO
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)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
static bNodeSocketTemplate outputs[]
void register_node_type_sh_hair_info(void)
static int node_shader_gpu_hair_info(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.