21 #define EARLY_NO_INPUT -1
22 #define EARLY_DO_EFFECT 0
23 #define EARLY_USE_INPUT_1 1
24 #define EARLY_USE_INPUT_2 2
56 float timeline_frame);
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 channels(Deprecated)") DefNode(ShaderNode
ccl_gpu_kernel_postfix ccl_global float int int int int sh
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
int seq_get_shown_sequences(const struct Scene *scene, struct ListBase *channels, struct ListBase *seqbase, int timeline_frame, int chanshown, struct Sequence **r_seq_arr)
void seq_imbuf_assign_spaces(struct Scene *scene, struct ImBuf *ibuf)
struct ImBuf * seq_render_give_ibuf_seqbase(const struct SeqRenderData *context, float timeline_frame, int chan_shown, struct ListBase *channels, struct ListBase *seqbasep)
void seq_imbuf_to_sequencer_space(struct Scene *scene, struct ImBuf *ibuf, bool make_float)
struct ImBuf * seq_render_strip(const struct SeqRenderData *context, struct SeqRenderState *state, struct Sequence *seq, float timeline_frame)
struct SeqRenderState SeqRenderState
void seq_render_state_init(SeqRenderState *state)
struct ImBuf * seq_render_effect_execute_threaded(struct SeqEffectHandle *sh, const struct SeqRenderData *context, struct Sequence *seq, float timeline_frame, float fac, struct ImBuf *ibuf1, struct ImBuf *ibuf2, struct ImBuf *ibuf3)
struct ImBuf * seq_render_mask(const struct SeqRenderData *context, struct Mask *mask, float frame_index, bool make_float)
struct LinkNode * scene_parents