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Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c15
1 files changed, 12 insertions, 3 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
index f0a0b70eecb..cad0fcaa14f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
+++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
@@ -31,11 +31,14 @@
static bNodeSocketTemplate sh_node_ambient_occlusion_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 0, N_("Distance"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_ambient_occlusion_out[] = {
- { SOCK_SHADER, 0, N_("AO")},
+ { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 0, N_("AO"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
@@ -44,15 +47,21 @@ static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *UNUSED(nod
return GPU_stack_link(mat, "node_ambient_occlusion", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
+static void node_shader_init_ambient_occlusion(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = 8; /* samples */
+ node->custom2 = SHD_AO_LOCAL;
+}
+
/* node type definition */
void register_node_type_sh_ambient_occlusion(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_SHADER, 0);
+ sh_node_type_base(&ntype, SH_NODE_AMBIENT_OCCLUSION, "Ambient Occlusion", NODE_CLASS_INPUT, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_ambient_occlusion_in, sh_node_ambient_occlusion_out);
- node_type_init(&ntype, NULL);
+ node_type_init(&ntype, node_shader_init_ambient_occlusion);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_ambient_occlusion);