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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 15:58:23 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 17:19:47 +0400
commitab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch)
tree0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blender/nodes/NOD_static_types.h
parent33bc6a3959b4f59f6ded304b5db06733653051cd (diff)
Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
Diffstat (limited to 'source/blender/nodes/NOD_static_types.h')
-rw-r--r--source/blender/nodes/NOD_static_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index db9f710b6cf..beeaa7787fb 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -56,6 +56,7 @@ DefNode( ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPI
DefNode( ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "" )
DefNode( ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "" )
DefNode( ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "" )
+DefNode( ShaderNode, SH_NODE_LAMP, def_sh_lamp, "LAMP", LampData, "Lamp Data", "" )
DefNode( ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "" )
DefNode( ShaderNode, SH_NODE_VECT_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" )
DefNode( ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "" )