diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2011-12-16 22:15:07 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2011-12-16 22:15:07 +0400 |
commit | 3c8ab559a5bd31fd38e9c5cf9da8505ca28f4887 (patch) | |
tree | a80f77388aca49eb8a47af0556b1dacdce26914d /intern/cycles/kernel/svm/svm.h | |
parent | ce8f64d9f92e81629facea34b7f9e18e1f6b3d0c (diff) |
Normal Node - Cycles
reviewed by Brecht, with help from Lukas.
Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h index 5fde44e2769..2beff7ff7e6 100644 --- a/intern/cycles/kernel/svm/svm.h +++ b/intern/cycles/kernel/svm/svm.h @@ -134,6 +134,7 @@ CCL_NAMESPACE_END #include "svm_light_path.h" #include "svm_magic.h" #include "svm_mapping.h" +#include "svm_normal.h" #include "svm_wave.h" #include "svm_math.h" #include "svm_mix.h" @@ -300,6 +301,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT case NODE_VECTOR_MATH: svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset); break; + case NODE_NORMAL: + svm_node_normal(kg, sd, stack, node.y, node.z, node.w, &offset); + break; case NODE_MAPPING: svm_node_mapping(kg, sd, stack, node.y, node.z, &offset); break; |