22 GPU_link(mat,
"node_output_world_surface", in[0].link, &outlink_surface);
26 GPU_link(mat,
"node_output_world_volume", in[1].link, &outlink_volume);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
#define NODE_CLASS_OUTPUT
void nodeRegisterType(struct bNodeType *ntype)
void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link)
void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link)
bool GPU_link(GPUMaterial *mat, const char *name,...)
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
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_output_world(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *UNUSED(out))
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void register_node_type_sh_output_world()
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
NodeDeclareFunction declare