13 b.add_input<
decl::Float>(
N_(
"Size")).default_value(0.01f).min(0.0f).max(100.0f);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
void nodeRegisterType(struct bNodeType *ntype)
@ GPU_MATFLAG_BARYCENTRIC
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
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 SH_NODE_WIREFRAME
@ 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_declare(NodeDeclarationBuilder &b)
static void node_shader_buts_wireframe(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static int node_shader_gpu_wireframe(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 sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
void register_node_type_sh_wireframe()
void(* draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)
NodeDeclareFunction declare