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source/blender/nodes/shader/nodes/node_shader_lamp.c
| Context not available. | |||||
| shi->nodes = 1; /* temp hack to prevent trashadow recursion */ | shi->nodes = 1; /* temp hack to prevent trashadow recursion */ | ||||
| out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec); | out[4]->vec[0] = RE_lamp_get_data(shi, ob, out[0]->vec, out[1]->vec, out[2]->vec, out[3]->vec); | ||||
| shi->nodes = 0; | shi->nodes = 0; | ||||
| if (shi->use_world_space_shading) | |||||
| mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), out[1]->vec); | |||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| Context not available. | |||||
| visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy); | visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy); | ||||
| return GPU_stack_link(mat, "lamp", in, out, col, energy, lv, dist, shadow, visifac); | bool ret = GPU_stack_link(mat, "lamp", in, out, col, energy, lv, dist, shadow, visifac); | ||||
| if (GPU_material_use_world_space_shading(mat)) | |||||
| ret &= GPU_link(mat, "direction_transform_m4v3", out[1].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[1].link); | |||||
| return ret; | |||||
| } | } | ||||
| return false; | return false; | ||||
| Context not available. | |||||