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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_eevee_specular_in[] = {
{SOCK_RGBA, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f},
{SOCK_RGBA, N_("Specular"), 0.03f, 0.03f, 0.03f, 1.0f},
{SOCK_FLOAT, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_RGBA, N_("Emissive Color"), 0.0f, 0.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{SOCK_FLOAT, N_("Clear Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, N_("Clear Coat Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR,
N_("Clear Coat Normal"),
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
{SOCK_FLOAT,
N_("Ambient Occlusion"),
1.0f,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f,
PROP_NONE,
SOCK_HIDE_VALUE},
{-1, ""},
};
static bNodeSocketTemplate sh_node_eevee_specular_out[] = {
{SOCK_SHADER, N_("BSDF")},
{-1, ""},
};
static int node_shader_gpu_eevee_specular(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
static float one = 1.0f;
/* Normals */
if (!in[5].link) {
GPU_link(mat, "world_normals_get", &in[5].link);
}
/* Clearcoat Normals */
if (!in[8].link) {
GPU_link(mat, "world_normals_get", &in[8].link);
}
/* Occlusion */
if (!in[9].link) {
GPU_link(mat, "set_value", GPU_constant(&one), &in[9].link);
}
GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY);
return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_constant(&node->ssr_id));
}
/* node type definition */
void register_node_type_sh_eevee_specular(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_EEVEE_SPECULAR, "Specular", NODE_CLASS_SHADER, 0);
node_type_socket_templates(&ntype, sh_node_eevee_specular_in, sh_node_eevee_specular_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_eevee_specular);
nodeRegisterType(&ntype);
}
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