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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-16 00:13:35 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-16 00:13:35 +0400
commit9c959d98fe5b873f2538882e041f00b6cd90d7cf (patch)
tree3556a4621c44a06b07df1497fe4a2151d311c487 /source/blender/makesrna/intern
parent19a42adc61877dfbc584ef84f52bdbfa5061b43c (diff)
Cycles: make Attribute node work, code for it was implemented in kernel, only
missing was the ability to specify the attribute name in the node. This makes it possible to use multiple uv or vertex color layers now.
Diffstat (limited to 'source/blender/makesrna/intern')
-rw-r--r--source/blender/makesrna/intern/rna_nodetree_types.h60
1 files changed, 30 insertions, 30 deletions
diff --git a/source/blender/makesrna/intern/rna_nodetree_types.h b/source/blender/makesrna/intern/rna_nodetree_types.h
index f837a2f6898..669be37931a 100644
--- a/source/blender/makesrna/intern/rna_nodetree_types.h
+++ b/source/blender/makesrna/intern/rna_nodetree_types.h
@@ -42,7 +42,7 @@ DefNode( ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTO
DefNode( ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" )
DefNode( ShaderNode, SH_NODE_TEXTURE, def_texture, "TEXTURE", Texture, "Texture", "" )
DefNode( ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" )
-DefNode( ShaderNode, SH_NODE_GEOM, def_sh_geometry, "GEOM", Geom, "Geometry", "" )
+DefNode( ShaderNode, SH_NODE_GEOM, def_sh_geometry, "GEOM", Geom, "Geometry", "" )
DefNode( ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "" )
DefNode( ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curve", "" )
DefNode( ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curve", "" )
@@ -64,35 +64,35 @@ DefNode( ShaderNode, SH_NODE_BLEND_WEIGHT, 0, "BLEND
DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )
DefNode( ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "" )
-DefNode( ShaderNode, SH_NODE_ATTRIBUTE, 0, "ATTRIBUTE", Attribute, "Attribute", "")
-DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "")
-DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "")
-DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Bsdf Anisotropic", "")
-DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "")
-DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "")
-DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "")
-DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent Bsdf", "")
-DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent Bsdf", "")
-DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet Bsdf", "")
-DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent, "Transparent Volume", "")
-DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "")
-DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "")
-DefNode( ShaderNode, SH_NODE_GEOMETRY, 0, "GEOMETRY", Geometry, "Geometry", "")
-DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", Light_path, "Light_path", "")
-DefNode( ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_NOISE, 0, "TEX_NOISE", TexNoise, "Noise Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_BLEND, def_sh_tex_blend, "TEX_BLEND", TexBlend, "Blend Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_CLOUDS, def_sh_tex_clouds, "TEX_CLOUDS", TexClouds, "Clouds Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_DISTNOISE, def_sh_tex_distnoise, "TEX_DISTORTED_NOISE", TexDistortedNoise, "Distorted Noise Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_MARBLE, def_sh_tex_marble, "TEX_MARBLE", TexMarble, "Marble Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_STUCCI, def_sh_tex_stucci, "TEX_STUCCI", TexStucci, "Stucci Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_WOOD, def_sh_tex_wood, "TEX_WOOD", TexWood, "Wood Texture", "")
-DefNode( ShaderNode, SH_NODE_TEX_COORD, 0, "TEX_COORD", TexCoord, "Texture Coordinate", "")
+DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "")
+DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "")
+DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "")
+DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Bsdf Anisotropic", "")
+DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "")
+DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "")
+DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "")
+DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent Bsdf", "")
+DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent Bsdf", "")
+DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet Bsdf", "")
+DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent, "Transparent Volume", "")
+DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "")
+DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "")
+DefNode( ShaderNode, SH_NODE_GEOMETRY, 0, "GEOMETRY", Geometry, "Geometry", "")
+DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", Light_path, "Light_path", "")
+DefNode( ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_NOISE, 0, "TEX_NOISE", TexNoise, "Noise Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_BLEND, def_sh_tex_blend, "TEX_BLEND", TexBlend, "Blend Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_CLOUDS, def_sh_tex_clouds, "TEX_CLOUDS", TexClouds, "Clouds Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_DISTNOISE, def_sh_tex_distnoise, "TEX_DISTORTED_NOISE", TexDistortedNoise, "Distorted Noise Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_MARBLE, def_sh_tex_marble, "TEX_MARBLE", TexMarble, "Marble Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_STUCCI, def_sh_tex_stucci, "TEX_STUCCI", TexStucci, "Stucci Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_WOOD, def_sh_tex_wood, "TEX_WOOD", TexWood, "Wood Texture", "")
+DefNode( ShaderNode, SH_NODE_TEX_COORD, 0, "TEX_COORD", TexCoord, "Texture Coordinate", "")
DefNode( CompositorNode, CMP_NODE_VIEWER, 0, "VIEWER", Viewer, "Viewer", "" )
DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )