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authorCharlie Jolly <charlie>2022-08-30 13:05:46 +0300
committerCharlie Jolly <mistajolly@gmail.com>2022-08-31 02:13:57 +0300
commitbfa0ee13d5395fa2cf622b6808e93d0a7cd4f3ea (patch)
tree60a8fece4797903560d7892d6e388030a3566a2b /source/blender/nodes
parent0331a8c67c8035c29ac6b7655cb4e4d837ddabba (diff)
Node: Mix node
This patch is a response to T92588 and is implemented as a Function/Shader node. This node has support for Float, Vector and Color data types. For Vector it supports uniform and non-uniform mixing. For Color it now has the option to remove factor clamping. It replaces the Mix RGB for Shader and Geometry node trees. As discussed in T96219, this patch converts existing nodes in .blend files. The old node is still available in the Python API but hidden from the menus. Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht Maniphest Tasks: T92588 Differential Revision: https://developer.blender.org/D13749
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h3
-rw-r--r--source/blender/nodes/shader/CMakeLists.txt1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mix.cc443
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc4
5 files changed, 449 insertions, 3 deletions
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 1d1310360b8..8fe77bffaad 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -26,6 +26,7 @@ void register_node_type_sh_camera(void);
void register_node_type_sh_value(void);
void register_node_type_sh_rgb(void);
void register_node_type_sh_mix_rgb(void);
+void register_node_type_sh_mix(void);
void register_node_type_sh_valtorgb(void);
void register_node_type_sh_rgbtobw(void);
void register_node_type_sh_shadertorgb(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 786ce88152e..e6cdd462c66 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -25,7 +25,7 @@ DefNode(Node, NODE_REROUTE, 0, "REROUT
DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "A color picker")
DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "Used to Input numerical values to other nodes in the tree")
-DefNode(ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "Mix two input colors")
+DefNode(ShaderNode, SH_NODE_MIX_RGB_LEGACY, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "Mix two input colors")
DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "Map values to colors with the use of a gradient")
DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "Convert a color's luminance to a grayscale value")
DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "Convert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nNote: only supported for Eevee")
@@ -122,6 +122,7 @@ DefNode(ShaderNode, SH_NODE_OUTPUT_AOV, def_sh_output_aov, "OUT
DefNode(ShaderNode, SH_NODE_CURVE_FLOAT, def_float_curve, "CURVE_FLOAT", FloatCurve, "Float Curve", "Map an input float to a curve and outputs a float value")
DefNode(ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "Create a color from individual components using multiple models")
DefNode(ShaderNode, SH_NODE_SEPARATE_COLOR, def_sh_combsep_color, "SEPARATE_COLOR", SeparateColor, "Separate Color", "Split a color into its individual components using multiple models")
+DefNode(ShaderNode, SH_NODE_MIX, def_sh_mix, "MIX", Mix, "Mix", "Mix values by a factor")
DefNode(CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode(CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
diff --git a/source/blender/nodes/shader/CMakeLists.txt b/source/blender/nodes/shader/CMakeLists.txt
index 3e90f185168..d135f9a12a4 100644
--- a/source/blender/nodes/shader/CMakeLists.txt
+++ b/source/blender/nodes/shader/CMakeLists.txt
@@ -68,6 +68,7 @@ set(SRC
nodes/node_shader_mapping.cc
nodes/node_shader_math.cc
nodes/node_shader_mix_rgb.cc
+ nodes/node_shader_mix.cc
nodes/node_shader_mix_shader.cc
nodes/node_shader_normal.cc
nodes/node_shader_normal_map.cc
diff --git a/source/blender/nodes/shader/nodes/node_shader_mix.cc b/source/blender/nodes/shader/nodes/node_shader_mix.cc
new file mode 100644
index 00000000000..05aad262af8
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_mix.cc
@@ -0,0 +1,443 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2005 Blender Foundation. All rights reserved. */
+
+/** \file
+ * \ingroup shdnodes
+ */
+
+#include <algorithm>
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "node_shader_util.hh"
+
+#include "NOD_socket_search_link.hh"
+#include "RNA_enum_types.h"
+
+namespace blender::nodes::node_sh_mix_cc {
+
+NODE_STORAGE_FUNCS(NodeShaderMix)
+
+static void sh_node_mix_declare(NodeDeclarationBuilder &b)
+{
+ b.is_function_node();
+ b.add_input<decl::Float>(N_("Factor"), "Factor_Float")
+ .default_value(0.5f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR);
+ b.add_input<decl::Vector>(N_("Factor"), "Factor_Vector")
+ .default_value(float3(0.5f))
+ .subtype(PROP_FACTOR);
+
+ b.add_input<decl::Float>(N_("A"), "A_Float")
+ .min(-10000.0f)
+ .max(10000.0f)
+ .is_default_link_socket();
+ b.add_input<decl::Float>(N_("B"), "B_Float").min(-10000.0f).max(10000.0f);
+
+ b.add_input<decl::Vector>(N_("A"), "A_Vector").is_default_link_socket();
+ b.add_input<decl::Vector>(N_("B"), "B_Vector");
+
+ b.add_input<decl::Color>(N_("A"), "A_Color")
+ .default_value({0.5f, 0.5f, 0.5f, 1.0f})
+ .is_default_link_socket();
+ b.add_input<decl::Color>(N_("B"), "B_Color").default_value({0.5f, 0.5f, 0.5f, 1.0f});
+
+ b.add_output<decl::Float>(N_("Result"), "Result_Float");
+ b.add_output<decl::Vector>(N_("Result"), "Result_Vector");
+ b.add_output<decl::Color>(N_("Result"), "Result_Color");
+};
+
+static void sh_node_mix_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ const NodeShaderMix &data = node_storage(*static_cast<const bNode *>(ptr->data));
+ uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
+ if (data.data_type == SOCK_VECTOR) {
+ uiItemR(layout, ptr, "factor_mode", 0, "", ICON_NONE);
+ }
+ if (data.data_type == SOCK_RGBA) {
+ uiItemR(layout, ptr, "blend_type", 0, "", ICON_NONE);
+ uiItemR(layout, ptr, "clamp_result", 0, nullptr, ICON_NONE);
+ uiItemR(layout, ptr, "clamp_factor", 0, nullptr, ICON_NONE);
+ }
+ else {
+ uiItemR(layout, ptr, "clamp_factor", 0, nullptr, ICON_NONE);
+ }
+}
+
+static void sh_node_mix_label(const bNodeTree *UNUSED(ntree),
+ const bNode *node,
+ char *label,
+ int maxlen)
+{
+ const NodeShaderMix &storage = node_storage(*node);
+ if (storage.data_type == SOCK_RGBA) {
+ const char *name;
+ bool enum_label = RNA_enum_name(rna_enum_ramp_blend_items, storage.blend_type, &name);
+ if (!enum_label) {
+ name = "Unknown";
+ }
+ BLI_strncpy(label, IFACE_(name), maxlen);
+ }
+}
+
+static int sh_node_mix_ui_class(const bNode *node)
+{
+ const NodeShaderMix &storage = node_storage(*node);
+ const eNodeSocketDatatype data_type = static_cast<eNodeSocketDatatype>(storage.data_type);
+
+ switch (data_type) {
+ case SOCK_VECTOR:
+ return NODE_CLASS_OP_VECTOR;
+ case SOCK_RGBA:
+ return NODE_CLASS_OP_COLOR;
+ default:
+ return NODE_CLASS_CONVERTER;
+ }
+}
+
+static void sh_node_mix_update(bNodeTree *ntree, bNode *node)
+{
+ const NodeShaderMix &storage = node_storage(*node);
+ const eNodeSocketDatatype data_type = static_cast<eNodeSocketDatatype>(storage.data_type);
+
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
+ nodeSetSocketAvailability(ntree, socket, socket->type == data_type);
+ }
+
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node->outputs) {
+ nodeSetSocketAvailability(ntree, socket, socket->type == data_type);
+ }
+
+ bool use_vector_factor = data_type == SOCK_VECTOR &&
+ storage.factor_mode != NODE_MIX_MODE_UNIFORM;
+
+ bNodeSocket *sock_factor = (bNodeSocket *)BLI_findlink(&node->inputs, 0);
+ nodeSetSocketAvailability(ntree, sock_factor, !use_vector_factor);
+
+ bNodeSocket *sock_factor_vec = (bNodeSocket *)BLI_findlink(&node->inputs, 1);
+ nodeSetSocketAvailability(ntree, sock_factor_vec, use_vector_factor);
+}
+
+static void node_mix_gather_link_searches(GatherLinkSearchOpParams &params)
+{
+ const eNodeSocketDatatype sock_type = static_cast<eNodeSocketDatatype>(
+ params.other_socket().type);
+
+ if (ELEM(sock_type, SOCK_BOOLEAN, SOCK_FLOAT, SOCK_RGBA, SOCK_VECTOR, SOCK_INT)) {
+ const eNodeSocketDatatype type = ELEM(sock_type, SOCK_BOOLEAN, SOCK_INT) ? SOCK_FLOAT :
+ sock_type;
+
+ if (params.in_out() == SOCK_OUT) {
+ params.add_item(IFACE_("Result"), [type](LinkSearchOpParams &params) {
+ bNode &node = params.add_node("ShaderNodeMix");
+ node_storage(node).data_type = type;
+ params.update_and_connect_available_socket(node, "Result");
+ });
+ }
+ else {
+ if (ELEM(sock_type, SOCK_VECTOR, SOCK_RGBA)) {
+ params.add_item(IFACE_("Factor (Non-Uniform)"), [type](LinkSearchOpParams &params) {
+ bNode &node = params.add_node("ShaderNodeMix");
+ node_storage(node).data_type = SOCK_VECTOR;
+ node_storage(node).factor_mode = NODE_MIX_MODE_NON_UNIFORM;
+ params.update_and_connect_available_socket(node, "Factor");
+ });
+ }
+ params.add_item(IFACE_("Factor"), [type](LinkSearchOpParams &params) {
+ bNode &node = params.add_node("ShaderNodeMix");
+ node_storage(node).data_type = type;
+ params.update_and_connect_available_socket(node, "Factor");
+ });
+ params.add_item(IFACE_("A"), [type](LinkSearchOpParams &params) {
+ bNode &node = params.add_node("ShaderNodeMix");
+ node_storage(node).data_type = type;
+ params.update_and_connect_available_socket(node, "A");
+ });
+ params.add_item(IFACE_("B"), [type](LinkSearchOpParams &params) {
+ bNode &node = params.add_node("ShaderNodeMix");
+ node_storage(node).data_type = type;
+ params.update_and_connect_available_socket(node, "B");
+ });
+ }
+ }
+}
+
+static void node_mix_init(bNodeTree *UNUSED(tree), bNode *node)
+{
+ NodeShaderMix *data = MEM_cnew<NodeShaderMix>(__func__);
+ data->data_type = SOCK_FLOAT;
+ data->factor_mode = NODE_MIX_MODE_UNIFORM;
+ data->clamp_factor = 1;
+ data->clamp_result = 0;
+ data->blend_type = MA_RAMP_BLEND;
+ node->storage = data;
+}
+
+static const char *gpu_shader_get_name(eNodeSocketDatatype data_type,
+ const bool non_uniform,
+ const int blend_type)
+{
+ switch (data_type) {
+ case SOCK_FLOAT:
+ return "node_mix_float";
+ case SOCK_VECTOR:
+ return (non_uniform) ? "node_mix_vector_non_uniform" : "node_mix_vector";
+ case SOCK_RGBA:
+ switch (blend_type) {
+ case MA_RAMP_BLEND:
+ return "node_mix_blend";
+ case MA_RAMP_ADD:
+ return "node_mix_add";
+ case MA_RAMP_MULT:
+ return "node_mix_mult";
+ case MA_RAMP_SUB:
+ return "node_mix_sub";
+ case MA_RAMP_SCREEN:
+ return "node_mix_screen";
+ case MA_RAMP_DIV:
+ return "node_mix_div_fallback";
+ case MA_RAMP_DIFF:
+ return "node_mix_diff";
+ case MA_RAMP_DARK:
+ return "node_mix_dark";
+ case MA_RAMP_LIGHT:
+ return "node_mix_light";
+ case MA_RAMP_OVERLAY:
+ return "node_mix_overlay";
+ case MA_RAMP_DODGE:
+ return "node_mix_dodge";
+ case MA_RAMP_BURN:
+ return "node_mix_burn";
+ case MA_RAMP_HUE:
+ return "node_mix_hue";
+ case MA_RAMP_SAT:
+ return "node_mix_sat";
+ case MA_RAMP_VAL:
+ return "node_mix_val";
+ case MA_RAMP_COLOR:
+ return "node_mix_color";
+ case MA_RAMP_SOFT:
+ return "node_mix_soft";
+ case MA_RAMP_LINEAR:
+ return "node_mix_linear";
+ default:
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+ default:
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+}
+
+static int gpu_shader_mix(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ const NodeShaderMix &storage = node_storage(*node);
+ const bool is_non_uniform = storage.factor_mode == NODE_MIX_MODE_NON_UNIFORM;
+ const bool is_color_mode = storage.data_type == SOCK_RGBA;
+ const bool is_vector_mode = storage.data_type == SOCK_VECTOR;
+ const int blend_type = storage.blend_type;
+ const char *name = gpu_shader_get_name(
+ (eNodeSocketDatatype)storage.data_type, is_non_uniform, blend_type);
+
+ if (name == nullptr) {
+ return 0;
+ }
+
+ if (storage.clamp_factor) {
+ if (is_non_uniform && is_vector_mode) {
+ const float min[3] = {0.0f, 0.0f, 0.0f};
+ const float max[3] = {1.0f, 1.0f, 1.0f};
+ const GPUNodeLink *factor_link = in[1].link ? in[1].link : GPU_uniform(in[1].vec);
+ GPU_link(mat,
+ "node_mix_clamp_vector",
+ factor_link,
+ GPU_constant(min),
+ GPU_constant(max),
+ &in[1].link);
+ }
+ else {
+ const float min = 0.0f;
+ const float max = 1.0f;
+ const GPUNodeLink *factor_link = in[0].link ? in[0].link : GPU_uniform(in[0].vec);
+ GPU_link(mat,
+ "node_mix_clamp_value",
+ factor_link,
+ GPU_constant(&min),
+ GPU_constant(&max),
+ &in[0].link);
+ }
+ }
+
+ int ret = GPU_stack_link(mat, node, name, in, out);
+
+ if (ret && is_color_mode && storage.clamp_result) {
+ const float min[3] = {0.0f, 0.0f, 0.0f};
+ const float max[3] = {1.0f, 1.0f, 1.0f};
+ GPU_link(mat,
+ "node_mix_clamp_vector",
+ out[2].link,
+ GPU_constant(min),
+ GPU_constant(max),
+ &out[2].link);
+ }
+ return ret;
+}
+
+class MixColorFunction : public fn::MultiFunction {
+ private:
+ const bool clamp_factor_;
+ const bool clamp_result_;
+ const int blend_type_;
+
+ public:
+ MixColorFunction(const bool clamp_factor, const bool clamp_result, const int blend_type)
+ : clamp_factor_(clamp_factor), clamp_result_(clamp_result), blend_type_(blend_type)
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"MixColor"};
+ signature.single_input<float>("Factor");
+ signature.single_input<ColorGeometry4f>("A");
+ signature.single_input<ColorGeometry4f>("B");
+ signature.single_output<ColorGeometry4f>("Result");
+ return signature.build();
+ }
+
+ void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float> &fac = params.readonly_single_input<float>(0, "Factor");
+ const VArray<ColorGeometry4f> &col1 = params.readonly_single_input<ColorGeometry4f>(1, "A");
+ const VArray<ColorGeometry4f> &col2 = params.readonly_single_input<ColorGeometry4f>(2, "B");
+ MutableSpan<ColorGeometry4f> results = params.uninitialized_single_output<ColorGeometry4f>(
+ 3, "Result");
+
+ if (clamp_factor_) {
+ for (int64_t i : mask) {
+ results[i] = col1[i];
+ ramp_blend(blend_type_, results[i], std::clamp(fac[i], 0.0f, 1.0f), col2[i]);
+ }
+ }
+ else {
+ for (int64_t i : mask) {
+ results[i] = col1[i];
+ ramp_blend(blend_type_, results[i], fac[i], col2[i]);
+ }
+ }
+
+ if (clamp_result_) {
+ for (int64_t i : mask) {
+ clamp_v3(results[i], 0.0f, 1.0f);
+ }
+ }
+ }
+};
+
+static const fn::MultiFunction *get_multi_function(bNode &node)
+{
+ const NodeShaderMix *data = (NodeShaderMix *)node.storage;
+ bool uniform_factor = data->factor_mode == NODE_MIX_MODE_UNIFORM;
+ const bool clamp_factor = data->clamp_factor;
+ switch (data->data_type) {
+ case SOCK_FLOAT: {
+ if (clamp_factor) {
+ static fn::CustomMF_SI_SI_SI_SO<float, float, float, float> fn{
+ "Clamp Mix Float", [](float t, const float a, const float b) {
+ return math::interpolate(a, b, std::clamp(t, 0.0f, 1.0f));
+ }};
+ return &fn;
+ }
+ else {
+ static fn::CustomMF_SI_SI_SI_SO<float, float, float, float> fn{
+ "Mix Float", [](const float t, const float a, const float b) {
+ return math::interpolate(a, b, t);
+ }};
+ return &fn;
+ }
+ }
+ case SOCK_VECTOR: {
+ if (clamp_factor) {
+ if (uniform_factor) {
+ static fn::CustomMF_SI_SI_SI_SO<float, float3, float3, float3> fn{
+ "Clamp Mix Vector", [](const float t, const float3 a, const float3 b) {
+ return math::interpolate(a, b, std::clamp(t, 0.0f, 1.0f));
+ }};
+ return &fn;
+ }
+ else {
+ static fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
+ "Clamp Mix Vector Non Uniform", [](float3 t, const float3 a, const float3 b) {
+ t = math::clamp(t, 0.0f, 1.0f);
+ return a * (float3(1.0f) - t) + b * t;
+ }};
+ return &fn;
+ }
+ }
+ else {
+ if (uniform_factor) {
+ static fn::CustomMF_SI_SI_SI_SO<float, float3, float3, float3> fn{
+ "Mix Vector", [](const float t, const float3 a, const float3 b) {
+ return math::interpolate(a, b, t);
+ }};
+ return &fn;
+ }
+ else {
+ static fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
+ "Mix Vector Non Uniform", [](const float3 t, const float3 a, const float3 b) {
+ return a * (float3(1.0f) - t) + b * t;
+ }};
+ return &fn;
+ }
+ }
+ }
+ }
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+static void sh_node_mix_build_multi_function(NodeMultiFunctionBuilder &builder)
+{
+ const NodeShaderMix &storage = node_storage(builder.node());
+
+ if (storage.data_type == SOCK_RGBA) {
+ builder.construct_and_set_matching_fn<MixColorFunction>(
+ storage.clamp_factor, storage.clamp_result, storage.blend_type);
+ }
+ else {
+ const fn::MultiFunction *fn = get_multi_function(builder.node());
+ builder.set_matching_fn(fn);
+ }
+}
+
+} // namespace blender::nodes::node_sh_mix_cc
+
+void register_node_type_sh_mix()
+{
+ namespace file_ns = blender::nodes::node_sh_mix_cc;
+
+ static bNodeType ntype;
+ sh_fn_node_type_base(&ntype, SH_NODE_MIX, "Mix", NODE_CLASS_CONVERTER);
+ ntype.declare = file_ns::sh_node_mix_declare;
+ ntype.ui_class = file_ns::sh_node_mix_ui_class;
+ node_type_gpu(&ntype, file_ns::gpu_shader_mix);
+ node_type_update(&ntype, file_ns::sh_node_mix_update);
+ node_type_init(&ntype, file_ns::node_mix_init);
+ node_type_storage(
+ &ntype, "NodeShaderMix", node_free_standard_storage, node_copy_standard_storage);
+ ntype.build_multi_function = file_ns::sh_node_mix_build_multi_function;
+ ntype.draw_buttons = file_ns::sh_node_mix_layout;
+ ntype.labelfunc = file_ns::sh_node_mix_label;
+ ntype.gather_link_search_ops = file_ns::node_mix_gather_link_searches;
+ nodeRegisterType(&ntype);
+}
diff --git a/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc b/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc
index 478a6812c36..edbded43acf 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc
@@ -150,11 +150,11 @@ void register_node_type_sh_mix_rgb()
static bNodeType ntype;
- sh_fn_node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR);
+ sh_fn_node_type_base(&ntype, SH_NODE_MIX_RGB_LEGACY, "Mix", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::sh_node_mix_rgb_declare;
ntype.labelfunc = node_blend_label;
node_type_gpu(&ntype, file_ns::gpu_shader_mix_rgb);
ntype.build_multi_function = file_ns::sh_node_mix_rgb_build_multi_function;
-
+ ntype.gather_link_search_ops = nullptr;
nodeRegisterType(&ntype);
}