/* 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_light_falloff_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Strength")).default_value(100.0f).min(0.0f).max(1000000.0f); b.add_input(N_("Smooth")).default_value(0.0f).min(0.0f).max(1000.0f); b.add_output(N_("Quadratic")); b.add_output(N_("Linear")); b.add_output(N_("Constant")); } static int node_shader_gpu_light_falloff(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "node_light_falloff", in, out); } } // namespace blender::nodes::node_shader_light_falloff_cc /* node type definition */ void register_node_type_sh_light_falloff() { namespace file_ns = blender::nodes::node_shader_light_falloff_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR); ntype.declare = file_ns::node_declare; node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); node_type_gpu(&ntype, file_ns::node_shader_gpu_light_falloff); nodeRegisterType(&ntype); }