/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ #include "node_shader_util.hh" namespace blender::nodes::node_shader_bsdf_transparent_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); b.add_input(N_("Weight")).unavailable(); b.add_output(N_("BSDF")); } static int node_shader_gpu_bsdf_transparent(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { if (in[0].link || !is_zero_v3(in[0].vec)) { GPU_material_flag_set(mat, GPU_MATFLAG_TRANSPARENT); } return GPU_stack_link(mat, node, "node_bsdf_transparent", in, out); } } // namespace blender::nodes::node_shader_bsdf_transparent_cc /* node type definition */ void register_node_type_sh_bsdf_transparent() { namespace file_ns = blender::nodes::node_shader_bsdf_transparent_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_BSDF_TRANSPARENT, "Transparent BSDF", NODE_CLASS_SHADER); ntype.declare = file_ns::node_declare; ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_transparent; nodeRegisterType(&ntype); }