/* 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_path_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_output(N_("Is Camera Ray")); b.add_output(N_("Is Shadow Ray")); b.add_output(N_("Is Diffuse Ray")); b.add_output(N_("Is Glossy Ray")); b.add_output(N_("Is Singular Ray")); b.add_output(N_("Is Reflection Ray")); b.add_output(N_("Is Transmission Ray")); b.add_output(N_("Ray Length")); b.add_output(N_("Ray Depth")); b.add_output(N_("Diffuse Depth")); b.add_output(N_("Glossy Depth")); b.add_output(N_("Transparent Depth")); b.add_output(N_("Transmission Depth")); } static int node_shader_gpu_light_path(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "node_light_path", in, out); } } // namespace blender::nodes::node_shader_light_path_cc /* node type definition */ void register_node_type_sh_light_path() { namespace file_ns = blender::nodes::node_shader_light_path_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_LIGHT_PATH, "Light Path", NODE_CLASS_INPUT); ntype.declare = file_ns::node_declare; node_type_gpu(&ntype, file_ns::node_shader_gpu_light_path); nodeRegisterType(&ntype); }