11 b.add_input<
decl::Color>(
"Color").default_value({1.0f, 1.0f, 1.0f, 1.0f});
17 b.add_input<
decl::Float>(
"IOR").default_value(1.5f).min(0.0f).max(1000.0f);
35 GPU_link(mat,
"world_normals_get", &in[3].link);
48 if (to_type_ != NodeItem::Type::BSDF) {
52 NodeItem color = get_input_value(
"Color", NodeItem::Type::Color3);
53 NodeItem roughness = get_input_value(
"Roughness", NodeItem::Type::Vector2);
54 NodeItem ior = get_input_value(
"IOR", NodeItem::Type::Float);
55 NodeItem normal = get_input_link(
"Normal", NodeItem::Type::Vector3);
57 return create_node(
"dielectric_bsdf",
61 {
"roughness", roughness},
63 {
"scatter_mode", val(std::string(
"RT"))}});
78 ntype.
declare = file_ns::node_declare;
81 ntype.
initfunc = file_ns::node_shader_init_glass;
82 ntype.
gpu_fn = file_ns::node_shader_gpu_bsdf_glass;
#define NODE_CLASS_SHADER
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
GPUNodeLink * GPU_constant(const float *num)
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
local_group_size(16, 16) .push_constant(Type b
void node_type_size_preset(bNodeType *ntype, eNodeSizePreset size)
void node_register_type(bNodeType *ntype)
static void node_declare(NodeDeclarationBuilder &b)
static void node_shader_init_glass(bNodeTree *, bNode *node)
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_bsdf_glass()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
bool object_shader_nodes_poll(const bContext *C)
NodeMaterialXFunction materialx_fn
bool(* add_ui_poll)(const bContext *C)
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeGPUExecFunction gpu_fn
NodeDeclareFunction declare