23 GPU_link(mat,
"node_output_world_surface",
in[0].link, &outlink_surface);
27 GPU_link(mat,
"node_output_world_volume",
in[1].link, &outlink_volume);
44 ntype.
ui_description =
"Output light color information to the scene's World";
47 ntype.
declare = file_ns::node_declare;
49 ntype.
gpu_fn = file_ns::node_shader_gpu_output_world;
#define NODE_CLASS_OUTPUT
#define SH_NODE_OUTPUT_WORLD
#define BLT_I18NCONTEXT_ID_ID
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,...)
void node_register_type(bNodeType &ntype)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_output_world(GPUMaterial *mat, bNode *, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *)
void register_node_type_sh_output_world()
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
bool world_shader_nodes_poll(const bContext *C)
std::string ui_description
bool(* add_ui_poll)(const bContext *C)
NodeGPUExecFunction gpu_fn
const char * enum_name_legacy
NodeDeclareFunction declare