39 float dummy_matrix[4][4];
40 dummy_matrix[3][3] = 0.0f;
60 "vector_math_normalize",
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void nodeRegisterType(struct bNodeType *ntype)
#define LISTBASE_FOREACH_INDEX(type, var, list, index_var)
GPUNodeLink * GPU_attribute(GPUMaterial *mat, eCustomDataType type, const char *name)
GPUNodeLink * GPU_constant(const float *num)
GPUNodeLink * GPU_uniform(const float *num)
bool GPU_link(GPUMaterial *mat, const char *name,...)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks SH_NODE_TEX_COORD
@ 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_buts_tex_coord(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void register_node_type_sh_tex_coord()
void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeLink **link)
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