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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-05 13:44:15 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-05 19:43:48 +0300 |
commit | dbdafe1209a4787d6f8dcafa034bc9ced3c7f365 (patch) | |
tree | b9457d3f0c2c8e54de05dbc594d0e8caa4f514e0 /source/blender/blenkernel/BKE_node.h | |
parent | 5bd57aaa052d9578d089a92338d6f0977b5d6c5c (diff) |
Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index a400337e2cf..9eb026b1c4f 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -812,6 +812,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, c struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree); void ntreeShaderEndExecTree(struct bNodeTreeExec *exec); bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread); +struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target); void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output); |