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_(
"Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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))
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)
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 SH_NODE_VOLUME_ABSORPTION
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
static bNodeSocketTemplate sh_node_volume_absorption_out[]
static int node_shader_gpu_volume_absorption(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static bNodeSocketTemplate sh_node_volume_absorption_in[]
void register_node_type_sh_volume_absorption(void)
Compact definition of a node socket.