blob: fcaf1b31e7787a6100facf97748e7b49b051f3b1 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
|
/* 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_light_falloff_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Strength")).default_value(100.0f).min(0.0f).max(1000000.0f);
b.add_input<decl::Float>(N_("Smooth")).default_value(0.0f).min(0.0f).max(1000.0f);
b.add_output<decl::Float>(N_("Quadratic"));
b.add_output<decl::Float>(N_("Linear"));
b.add_output<decl::Float>(N_("Constant"));
}
static int node_shader_gpu_light_falloff(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "node_light_falloff", in, out);
}
} // namespace blender::nodes::node_shader_light_falloff_cc
/* node type definition */
void register_node_type_sh_light_falloff()
{
namespace file_ns = blender::nodes::node_shader_light_falloff_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_LIGHT_FALLOFF, "Light Falloff", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::node_declare;
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
ntype.gpu_fn = file_ns::node_shader_gpu_light_falloff;
nodeRegisterType(&ntype);
}
|