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source/blender/nodes/shader/nodes/node_shader_tex_sky.c
| Show First 20 Lines • Show All 55 Lines • ▼ Show 20 Lines | |||||
| static int node_shader_gpu_tex_sky(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | static int node_shader_gpu_tex_sky(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) | ||||
| { | { | ||||
| if (!in[0].link) | if (!in[0].link) | ||||
| in[0].link = GPU_attribute(CD_ORCO, ""); | in[0].link = GPU_attribute(CD_ORCO, ""); | ||||
| node_shader_gpu_tex_mapping(mat, node, in, out); | node_shader_gpu_tex_mapping(mat, node, in, out); | ||||
| return GPU_stack_link(mat, "node_tex_sky", in, out); | return GPU_stack_link(mat, node, "node_tex_sky", in, out); | ||||
| } | } | ||||
| /* node type definition */ | /* node type definition */ | ||||
| void register_node_type_sh_tex_sky(void) | void register_node_type_sh_tex_sky(void) | ||||
| { | { | ||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE, 0); | sh_node_type_base(&ntype, SH_NODE_TEX_SKY, "Sky Texture", NODE_CLASS_TEXTURE, 0); | ||||
| Show All 9 Lines | |||||