/** * $Id: SHD_fresnel.c 32517 2010-10-16 14:32:17Z campbellbarton $ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include "../SHD_util.h" /* **************** Fresnel ******************** */ static bNodeSocketType sh_node_fresnel_in[]= { { SOCK_VALUE, 1, "IOR", 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_fresnel_out[]= { { SOCK_VALUE, 0, "Fac", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_fresnel(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out)) { } static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) { /* todo: is incoming vector normalized? */ return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION)); } /* node type definition */ void register_node_type_sh_fresnel(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0, sh_node_fresnel_in, sh_node_fresnel_out); node_type_size(&ntype, 150, 60, 200); node_type_init(&ntype, NULL); node_type_storage(&ntype, "", NULL, NULL); node_type_exec(&ntype, node_shader_exec_fresnel); node_type_gpu(&ntype, node_shader_gpu_fresnel); nodeRegisterType(lb, &ntype); };