10 b.add_input<
decl::Float>(
N_(
"Strength")).default_value(100.0f).min(0.0f).max(1000000.0f);
11 b.add_input<
decl::Float>(
N_(
"Smooth")).default_value(0.0f).min(0.0f).max(1000.0f);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void node_type_size_preset(struct bNodeType *ntype, eNodeSizePreset size)
#define NODE_CLASS_OP_COLOR
#define SH_NODE_LIGHT_FALLOFF
void nodeRegisterType(struct bNodeType *ntype)
bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_light_falloff(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_light_falloff()
void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
NodeDeclareFunction declare