/* 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_output_light_cc { static void node_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Surface")); } static int node_shader_gpu_output_light(GPUMaterial *mat, bNode * /*node*/, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack * /*out*/) { GPUNodeLink *outlink_surface; /* Passthrough node in order to do the right socket conversions. */ if (in[0].link) { /* Reuse material output. */ GPU_link(mat, "node_output_material_surface", in[0].link, &outlink_surface); GPU_material_output_surface(mat, outlink_surface); } return true; } } // namespace blender::nodes::node_shader_output_light_cc /* node type definition */ void register_node_type_sh_output_light() { namespace file_ns = blender::nodes::node_shader_output_light_cc; static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_OUTPUT_LIGHT, "Light Output", NODE_CLASS_OUTPUT); ntype.declare = file_ns::node_declare; node_type_gpu(&ntype, file_ns::node_shader_gpu_output_light); ntype.no_muting = true; nodeRegisterType(&ntype); }