11 b.add_input<
decl::Color>(
"Color").default_value({1.0f, 1.0f, 1.0f, 1.0f});
12 b.add_input<
decl::Float>(
"Strength").default_value(1.0f).min(0.0f).max(1000000.0f);
30 if (to_type_ != NodeItem::Type::EDF) {
34 NodeItem color = get_input_value(
"Color", NodeItem::Type::Color3);
35 NodeItem strength = get_input_value(
"Strength", NodeItem::Type::Float);
37 return create_node(
"uniform_edf", NodeItem::Type::EDF, {{
"color", color * strength}});
52 ntype.
declare = file_ns::node_declare;
53 ntype.
gpu_fn = file_ns::node_shader_gpu_emission;
#define NODE_CLASS_SHADER
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
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_emission(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_emission()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
NodeDeclareFunction declare