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/*
* 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"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_glass_in[] = {
{SOCK_RGBA, N_("Color"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{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_bsdf_glass_out[] = {
{SOCK_SHADER, N_("BSDF")},
{-1, ""},
};
static void node_shader_init_glass(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_GLOSSY_BECKMANN;
}
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[3].link) {
GPU_link(mat, "world_normals_get", &in[3].link);
}
if (node->custom1 == SHD_GLOSSY_SHARP) {
GPU_link(mat, "set_value_zero", &in[1].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
return GPU_stack_link(mat,
node,
"node_bsdf_glass",
in,
out,
GPU_constant(&use_multi_scatter),
GPU_constant(&node->ssr_id));
}
/* node type definition */
void register_node_type_sh_bsdf_glass(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_GLASS, "Glass BSDF", NODE_CLASS_SHADER, 0);
node_type_socket_templates(&ntype, sh_node_bsdf_glass_in, sh_node_bsdf_glass_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_glass);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_bsdf_glass);
nodeRegisterType(&ntype);
}
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