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source/blender/nodes/shader/nodes/node_shader_vector_math.c
| Show First 20 Lines • Show All 59 Lines • ▼ Show 20 Lines | static const char *names[] = { | ||||
| [NODE_VECTOR_MATH_CEIL] = "vector_math_ceil", | [NODE_VECTOR_MATH_CEIL] = "vector_math_ceil", | ||||
| [NODE_VECTOR_MATH_MODULO] = "vector_math_modulo", | [NODE_VECTOR_MATH_MODULO] = "vector_math_modulo", | ||||
| [NODE_VECTOR_MATH_FRACTION] = "vector_math_fraction", | [NODE_VECTOR_MATH_FRACTION] = "vector_math_fraction", | ||||
| [NODE_VECTOR_MATH_ABSOLUTE] = "vector_math_absolute", | [NODE_VECTOR_MATH_ABSOLUTE] = "vector_math_absolute", | ||||
| [NODE_VECTOR_MATH_MINIMUM] = "vector_math_minimum", | [NODE_VECTOR_MATH_MINIMUM] = "vector_math_minimum", | ||||
| [NODE_VECTOR_MATH_MAXIMUM] = "vector_math_maximum", | [NODE_VECTOR_MATH_MAXIMUM] = "vector_math_maximum", | ||||
| }; | }; | ||||
| GPU_stack_link(mat, node, names[node->custom1], in, out); | if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { | ||||
| return true; | return GPU_stack_link(mat, node, names[node->custom1], in, out); | ||||
| } | |||||
| else { | |||||
| return 0; | |||||
| } | |||||
| } | } | ||||
| static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node) | static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node) | ||||
| { | { | ||||
| bNodeSocket *sockB = BLI_findlink(&node->inputs, 1); | bNodeSocket *sockB = BLI_findlink(&node->inputs, 1); | ||||
| bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale"); | bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale"); | ||||
| bNodeSocket *sockVector = nodeFindSocket(node, SOCK_OUT, "Vector"); | bNodeSocket *sockVector = nodeFindSocket(node, SOCK_OUT, "Vector"); | ||||
| Show All 36 Lines | |||||