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Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_node.h7
-rw-r--r--source/blender/blenkernel/intern/node.c11
2 files changed, 10 insertions, 8 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 5b1a80186a6..ae7013ae293 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -128,7 +128,7 @@ typedef struct bNodeType {
#define NODE_CLASS_OP_DYNAMIC 11
#define NODE_CLASS_PATTERN 12
#define NODE_CLASS_TEXTURE 13
-#define NODE_CLASS_CLOSURE 14
+#define NODE_CLASS_SHADER 14
/* bNodeSocketType flag */
#define SOCK_NO_VALUE 1
@@ -282,7 +282,7 @@ struct ShadeResult;
#define SH_NODE_OUTPUT_WORLD 125
#define SH_NODE_OUTPUT_LAMP 126
#define SH_NODE_FRESNEL 127
-#define SH_NODE_MIX_CLOSURE 128
+#define SH_NODE_MIX_SHADER 128
#define SH_NODE_ATTRIBUTE 129
#define SH_NODE_BACKGROUND 130
#define SH_NODE_BSDF_ANISOTROPIC 131
@@ -308,10 +308,11 @@ struct ShadeResult;
#define SH_NODE_TEX_STUCCI 153
#define SH_NODE_TEX_DISTNOISE 154
#define SH_NODE_TEX_COORD 155
-#define SH_NODE_ADD_CLOSURE 156
+#define SH_NODE_ADD_SHADER 156
#define SH_NODE_TEX_ENVIRONMENT 157
#define SH_NODE_OUTPUT_TEXTURE 158
#define SH_NODE_HOLDOUT 159
+#define SH_NODE_BLEND_WEIGHT 160
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index a36032f137e..49cda7e8736 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3122,7 +3122,7 @@ static void gpu_from_node_stack(ListBase *sockets, bNodeStack **ns, GPUNodeStack
gs[i].type= GPU_VEC3;
else if (sock->type == SOCK_RGBA)
gs[i].type= GPU_VEC4;
- else if (sock->type == SOCK_CLOSURE)
+ else if (sock->type == SOCK_SHADER)
gs[i].type= GPU_VEC4;
else
gs[i].type= GPU_NONE;
@@ -3219,9 +3219,9 @@ static void ntreeGPUOutputLink(GPUMaterial *mat, bNode *node, bNodeStack *nsout[
if(nsout[i]->data) {
GPUNodeLink *result= nsout[i]->data;
- /* for closures, we can output the color directly, for others we
+ /* for shader sockets, we can output the color directly, for others we
apply diffuse shading so we don't have flat colors */
- if(sock->type != SOCK_CLOSURE)
+ if(sock->type != SOCK_SHADER)
GPU_link(mat, "node_bsdf_diffuse", result, GPU_builtin(GPU_VIEW_NORMAL), &result);
GPU_material_output_link(mat, result);
@@ -3690,6 +3690,7 @@ static void registerShaderNodes(ListBase *ntypelist)
register_node_type_sh_geometry(ntypelist);
register_node_type_sh_light_path(ntypelist);
register_node_type_sh_fresnel(ntypelist);
+ register_node_type_sh_blend_weight(ntypelist);
register_node_type_sh_tex_coord(ntypelist);
register_node_type_sh_background(ntypelist);
@@ -3700,8 +3701,8 @@ static void registerShaderNodes(ListBase *ntypelist)
register_node_type_sh_bsdf_transparent(ntypelist);
register_node_type_sh_bsdf_velvet(ntypelist);
register_node_type_sh_emission(ntypelist);
- register_node_type_sh_mix_closure(ntypelist);
- register_node_type_sh_add_closure(ntypelist);
+ register_node_type_sh_mix_shader(ntypelist);
+ register_node_type_sh_add_shader(ntypelist);
register_node_type_sh_holdout(ntypelist);
register_node_type_sh_output_lamp(ntypelist);