24 b.add_input<
decl::Float>(
N_(
"Distance")).default_value(1.0f).min(0.0f).max(1000.0f);
48 return GPU_link(mat,
"world_normals_get", &
out[0].link);
52 return GPU_link(mat,
"vector_copy", in[3].link, &
out[0].link);
57 GPU_link(mat,
"world_normals_get", &in[3].link);
void node_type_gpu(struct bNodeType *ntype, NodeGPUExecFunction gpu_fn)
#define NODE_CLASS_OP_VECTOR
void nodeRegisterType(struct bNodeType *ntype)
GPUNodeLink * GPU_differentiate_float_function(const char *function_name)
char * GPU_material_split_sub_function(GPUMaterial *material, eGPUType return_type, GPUNodeLink **link)
GPUNodeLink * GPU_constant(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,...)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
void uiItemR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_bump(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
void register_node_type_sh_bump()
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