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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-07 01:05:58 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-07 01:05:58 +0400
commitfb56dbc2afc7c8b6ffc24406ed82cbcbff090da3 (patch)
tree5832366c7147ad6ebc858312ac106b5d1571b5e5 /intern/cycles/kernel/svm/svm_fresnel.h
parent3bf96250cde08ab9ad717819114b48ccb11c2d5d (diff)
Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
Diffstat (limited to 'intern/cycles/kernel/svm/svm_fresnel.h')
-rw-r--r--intern/cycles/kernel/svm/svm_fresnel.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/svm_fresnel.h b/intern/cycles/kernel/svm/svm_fresnel.h
index 1b9d99506e3..7684eabeecb 100644
--- a/intern/cycles/kernel/svm/svm_fresnel.h
+++ b/intern/cycles/kernel/svm/svm_fresnel.h
@@ -33,7 +33,7 @@ __device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, ui
/* Blend Weight Node */
-__device void svm_node_blend_weight(ShaderData *sd, float *stack, uint4 node)
+__device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
{
uint blend_offset = node.y;
uint blend_value = node.z;
@@ -44,7 +44,7 @@ __device void svm_node_blend_weight(ShaderData *sd, float *stack, uint4 node)
float f;
- if(type == NODE_BLEND_WEIGHT_FRESNEL) {
+ if(type == NODE_LAYER_WEIGHT_FRESNEL) {
float eta = fmaxf(1.0f - blend, 1e-5f);
eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta;