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intern/cycles/render/nodes.cpp
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| HairBsdfNode::HairBsdfNode() | HairBsdfNode::HairBsdfNode() | ||||
| { | { | ||||
| closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; | closure = CLOSURE_BSDF_HAIR_REFLECTION_ID; | ||||
| component = ustring("Reflection"); | component = ustring("Reflection"); | ||||
| add_input("Offset", SHADER_SOCKET_FLOAT); | add_input("Offset", SHADER_SOCKET_FLOAT); | ||||
| add_input("RoughnessU", SHADER_SOCKET_FLOAT); | add_input("RoughnessU", SHADER_SOCKET_FLOAT); | ||||
| add_input("RoughnessV", SHADER_SOCKET_FLOAT); | add_input("RoughnessV", SHADER_SOCKET_FLOAT); | ||||
| add_input("Tangent", SHADER_SOCKET_VECTOR); | |||||
| } | } | ||||
| void HairBsdfNode::compile(SVMCompiler& compiler) | void HairBsdfNode::compile(SVMCompiler& compiler) | ||||
| { | { | ||||
| closure = (ClosureType)component_enum[component]; | closure = (ClosureType)component_enum[component]; | ||||
| BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); | BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset")); | ||||
| } | } | ||||
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