/* * 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. */ #include "../node_shader_util.h" namespace blender::nodes::node_shader_fresnel_cc { /* **************** Fresnel ******************** */ static bNodeSocketTemplate sh_node_fresnel_in[] = { {SOCK_FLOAT, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f}, {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, {-1, ""}, }; static bNodeSocketTemplate sh_node_fresnel_out[] = { {SOCK_FLOAT, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {-1, ""}, }; static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[1].link) { in[1].link = GPU_builtin(GPU_VIEW_NORMAL); } else { GPU_link( mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link); } return GPU_stack_link(mat, node, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION)); } static void node_shader_exec_fresnel(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **UNUSED(in), bNodeStack **UNUSED(out)) { } } // namespace blender::nodes::node_shader_fresnel_cc /* node type definition */ void register_node_type_sh_fresnel() { namespace file_ns = blender::nodes::node_shader_fresnel_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0); node_type_socket_templates(&ntype, file_ns::sh_node_fresnel_in, file_ns::sh_node_fresnel_out); node_type_gpu(&ntype, file_ns::node_shader_gpu_fresnel); node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_fresnel); nodeRegisterType(&ntype); }