56 float timeline_frame);
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
ccl_device_inline float4 mask(const int4 mask, const float4 a)
VecBase< float, 2 > float2
void seq_imbuf_to_sequencer_space(const Scene *scene, ImBuf *ibuf, bool make_float)
StripScreenQuad get_strip_screen_quad(const SeqRenderData *context, const Sequence *seq)
void seq_imbuf_assign_spaces(const Scene *scene, ImBuf *ibuf)
ImBuf * seq_render_mask(const SeqRenderData *context, Mask *mask, float frame_index, bool make_float)
blender::Vector< Sequence * > seq_get_shown_sequences(const Scene *scene, ListBase *channels, ListBase *seqbase, int timeline_frame, int chanshown)
ImBuf * seq_render_give_ibuf_seqbase(const SeqRenderData *context, float timeline_frame, int chan_shown, ListBase *channels, ListBase *seqbasep)
ImBuf * seq_render_strip(const SeqRenderData *context, SeqRenderState *state, Sequence *seq, float timeline_frame)
ImBuf * seq_render_effect_execute_threaded(SeqEffectHandle *sh, const SeqRenderData *context, Sequence *seq, float timeline_frame, float fac, ImBuf *ibuf1, ImBuf *ibuf2)