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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_bump.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** BUMP ******************** */
static bNodeSocketTemplate sh_node_bump_in[] = {
{ SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Distance"), 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Height"), 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_bump_out[] = {
{ SOCK_VECTOR, 0, "Normal"},
{ -1, 0, "" }
};
static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
return GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
/* node type definition */
void register_node_type_sh_bump(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
node_type_storage(&ntype, "BumpNode", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, gpu_shader_bump);
nodeRegisterType(&ntype);
}
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