20 #include "../node_shader_util.h"
25 {
SOCK_VECTOR,
N_(
"Location"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
26 {
SOCK_RGBA,
N_(
"Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
27 {
SOCK_FLOAT,
N_(
"Object Index"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
28 {
SOCK_FLOAT,
N_(
"Material Index"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
29 {
SOCK_FLOAT,
N_(
"Random"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
40 float index = ma ? ma->
index : 0.0f;
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs)
#define SH_NODE_OBJECT_INFO
void nodeRegisterType(struct bNodeType *ntype)
GPUNodeLink * GPU_builtin(eGPUBuiltin builtin)
GPUNodeLink * GPU_constant(const float *num)
struct Material * GPU_material_get_material(GPUMaterial *material)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
void register_node_type_sh_object_info(void)
static bNodeSocketTemplate sh_node_object_info_out[]
static int node_shader_gpu_object_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.