20 #include "../node_shader_util.h"
25 {
SOCK_RGBA,
N_(
"Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
26 {
SOCK_FLOAT,
N_(
"Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
27 {
SOCK_VECTOR,
N_(
"Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f,
PROP_NONE,
SOCK_COMPACT},
30 {
SOCK_VECTOR,
N_(
"Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
51 GPU_link(mat,
"world_normals_get", &in[5].link);
54 if (
node->sss_id > 0) {
61 mat, &socket_data->
value[1], &
node->original->custom1, &socket_data_sharp->
value);
75 int falloff =
node->custom1;
77 for (sock =
node->inputs.first; sock; sock = sock->
next) {
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_update(struct bNodeType *ntype, void(*updatefunc)(struct bNodeTree *ntree, struct bNode *node))
#define SH_NODE_SUBSURFACE_SCATTERING
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_SHADER
void nodeRegisterType(struct bNodeType *ntype)
void * BLI_findlink(const struct ListBase *listbase, int number) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
GPUNodeLink * GPU_constant(const float *num)
void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag)
void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], const short *falloff_type, const float *sharpness)
bool GPU_link(GPUMaterial *mat, const char *name,...)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
static bNodeSocketTemplate sh_node_subsurface_scattering_out[]
static bNodeSocketTemplate sh_node_subsurface_scattering_in[]
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
void register_node_type_sh_subsurface_scattering(void)
static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
Compact definition of a node socket.
struct bNodeSocket * next