67 if (bl_world ==
nullptr) {
74 if (wo_handle.
recalc != 0) {
void ntreeFreeEmbeddedTree(struct bNodeTree *ntree)
struct bNodeLink * nodeAddLink(struct bNodeTree *ntree, struct bNode *fromnode, struct bNodeSocket *fromsock, struct bNode *tonode, struct bNodeSocket *tosock)
#define SH_NODE_BACKGROUND
struct bNodeSocket * nodeFindSocket(const struct bNode *node, eNodeSocketInOut in_out, const char *identifier)
struct bNodeTree * ntreeAddTree(struct Main *bmain, const char *name, const char *idname)
struct bNode * nodeAddStaticNode(const struct bContext *C, struct bNodeTree *ntree, int type)
void nodeSetActive(struct bNodeTree *ntree, struct bNode *node)
MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
struct ID * DEG_get_original_id(struct ID *id)
struct bNodeTreeType * ntreeType_Shader
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate SH_NODE_OUTPUT_WORLD
bNodeTree * nodetree_get(::World *world)
GPUMaterial * world_shader_get(::World *blender_world, struct bNodeTree *nodetree)
WorldHandle & sync_world(::World *world)
void sync(GPUMaterial *gpumat)
ccl_global KernelShaderEvalInput ccl_global float * output
bool assign_if_different(T &old_value, T new_value)