From 99b325cebf41054f046d98a7dcf9aea74e165f56 Mon Sep 17 00:00:00 2001 From: Thomas Dinges Date: Thu, 23 May 2013 17:45:20 +0000 Subject: Cycles / Toon BSDF: * Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579 --- source/blender/gpu/shaders/gpu_shader_material.glsl | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 3a68b79d154..f5b142fa5b9 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2063,6 +2063,11 @@ void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 re node_bsdf_diffuse(color, 0.0, N, result); } +void node_bsdf_toon(vec4 color, float size, float smooth, vec3 N, out vec4 result) +{ + node_bsdf_diffuse(color, 0.0, N, result); +} + void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result) { node_bsdf_diffuse(color, 0.0, N, result); -- cgit v1.2.3