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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.hh"
namespace blender::nodes::node_shader_bsdf_translucent_cc {
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_translucent_in[] = {
{SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{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_translucent_out[] = {
{SOCK_SHADER, N_("BSDF")},
{-1, ""},
};
static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[1].link) {
GPU_link(mat, "world_normals_get", &in[1].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
}
} // namespace blender::nodes::node_shader_bsdf_translucent_cc
/* node type definition */
void register_node_type_sh_bsdf_translucent()
{
namespace file_ns = blender::nodes::node_shader_bsdf_translucent_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_TRANSLUCENT, "Translucent BSDF", NODE_CLASS_SHADER);
node_type_socket_templates(
&ntype, file_ns::sh_node_bsdf_translucent_in, file_ns::sh_node_bsdf_translucent_out);
node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_translucent);
nodeRegisterType(&ntype);
}
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