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source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c
| Show All 37 Lines | static bNodeSocketTemplate sh_node_bsdf_hair_in[] = { | ||||
| { -1, 0, "" }, | { -1, 0, "" }, | ||||
| }; | }; | ||||
| static bNodeSocketTemplate sh_node_bsdf_hair_out[] = { | static bNodeSocketTemplate sh_node_bsdf_hair_out[] = { | ||||
| { SOCK_SHADER, 0, N_("BSDF")}, | { SOCK_SHADER, 0, N_("BSDF")}, | ||||
| { -1, 0, "" } | { -1, 0, "" } | ||||
| }; | }; | ||||
| static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | ||||
| { | { | ||||
| /* Color */ | |||||
| GPU_uniformbuffer_link_in(mat, &node->inputs, in, GPU_VEC4, 0); | |||||
| /* Offset */ | |||||
| GPU_uniformbuffer_link_in(mat, &node->inputs, in, GPU_FLOAT, 1); | |||||
| /* RoughnessU */ | |||||
| GPU_uniformbuffer_link_in(mat, &node->inputs, in, GPU_FLOAT, 2); | |||||
| /* RoughnessV */ | |||||
| GPU_uniformbuffer_link_in(mat, &node->inputs, in, GPU_FLOAT, 3); | |||||
| return GPU_stack_link(mat, "node_bsdf_hair", in, out); | return GPU_stack_link(mat, "node_bsdf_hair", in, out); | ||||
| } | } | ||||
| /* node type definition */ | /* node type definition */ | ||||
| void register_node_type_sh_bsdf_hair(void) | void register_node_type_sh_bsdf_hair(void) | ||||
| { | { | ||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| Show All 10 Lines | |||||