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_VECTOR,
N_(
"Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
42 GPU_link(mat,
"world_normals_get", &in[1].link);
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_BSDF_TRANSLUCENT
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 GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag)
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_bsdf_translucent_in[]
static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
void register_node_type_sh_bsdf_translucent(void)
static bNodeSocketTemplate sh_node_bsdf_translucent_out[]
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass, short flag)
Compact definition of a node socket.