13 b.add_input<
decl::Color>(
N_(
"Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
19 b.add_input<
decl::Float>(
N_(
"Anisotropy")).default_value(0.5f).min(-1.0f).max(1.0f);
48 GPU_link(mat,
"world_normals_get", &in[4].link);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
#define SH_NODE_BSDF_ANISOTROPIC
#define NODE_CLASS_SHADER
void nodeRegisterType(struct bNodeType *ntype)
#define SHD_GLOSSY_MULTI_GGX
GPUNodeLink * GPU_constant(const float *num)
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void uiItemR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
static void node_shader_init_anisotropic(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_declare(NodeDeclarationBuilder &b)
static void node_shader_buts_anisotropic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void register_node_type_sh_bsdf_anisotropic()
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
void(* draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)
NodeDeclareFunction declare