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/* 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_fresnel_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("IOR")).default_value(1.45f).min(0.0f).max(1000.0f);
b.add_input<decl::Vector>(N_("Normal")).hide_value();
b.add_output<decl::Float>(N_("Fac"));
}
static int node_shader_gpu_fresnel(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
if (!in[1].link) {
GPU_link(mat, "world_normals_get", &in[1].link);
}
return GPU_stack_link(mat, node, "node_fresnel", in, out);
}
} // namespace blender::nodes::node_shader_fresnel_cc
/* node type definition */
void register_node_type_sh_fresnel()
{
namespace file_ns = blender::nodes::node_shader_fresnel_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT);
ntype.declare = file_ns::node_declare;
node_type_gpu(&ntype, file_ns::node_shader_gpu_fresnel);
nodeRegisterType(&ntype);
}
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