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source/blender/nodes/NOD_shader.h
| Show First 20 Lines • Show All 137 Lines • ▼ Show 20 Lines | |||||
| void register_node_type_sh_tex_noise(void); | void register_node_type_sh_tex_noise(void); | ||||
| void register_node_type_sh_tex_checker(void); | void register_node_type_sh_tex_checker(void); | ||||
| void register_node_type_sh_bump(void); | void register_node_type_sh_bump(void); | ||||
| void register_node_type_sh_tex_ies(void); | void register_node_type_sh_tex_ies(void); | ||||
| void register_node_type_sh_tex_white_noise(void); | void register_node_type_sh_tex_white_noise(void); | ||||
| void register_node_type_sh_custom_group(bNodeType *ntype); | void register_node_type_sh_custom_group(bNodeType *ntype); | ||||
| struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree); | |||||
| void ntreeShaderEndExecTree(struct bNodeTreeExec *exec); | |||||
| /** | |||||
| * Find an output node of the shader tree. | |||||
| * | |||||
| * \note it will only return output which is NOT in the group, which isn't how | |||||
| * render engines works but it's how the GPU shader compilation works. This we | |||||
| * can change in the future and make it a generic function, but for now it stays | |||||
| * private here. | |||||
| */ | |||||
| struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target); | |||||
| /** | |||||
| * This one needs to work on a local tree. | |||||
| */ | |||||
| void ntreeGPUMaterialNodes(struct bNodeTree *localtree, | |||||
| struct GPUMaterial *mat, | |||||
| bool *has_surface_output, | |||||
| bool *has_volume_output); | |||||
| #ifdef __cplusplus | #ifdef __cplusplus | ||||
| } | } | ||||
| #endif | #endif | ||||