39 if (
STREQ(socket_out_->name,
"Is Camera Ray")) {
42 if (
STREQ(socket_out_->name,
"Ray Length")) {
45 NodeItem res = val(0.0f);
61 ntype.
declare = file_ns::node_declare;
62 ntype.
gpu_fn = file_ns::node_shader_gpu_light_path;
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_light_path(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_light_path()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
NodeDeclareFunction declare