14 b.add_input<
decl::Color>(
"Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
34 GPU_link(mat,
"world_normals_get", &in[3].link);
52 ntype.
declare = file_ns::node_declare;
56 ntype.
gpu_fn = file_ns::node_shader_gpu_bsdf_toon;
#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)
bool GPU_link(GPUMaterial *mat, const char *name,...)
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_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 int node_shader_gpu_bsdf_toon(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_toon(uiLayout *layout, bContext *, PointerRNA *ptr)
void register_node_type_sh_bsdf_toon()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
bool object_cycles_shader_nodes_poll(const bContext *C)
bool(* add_ui_poll)(const bContext *C)
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare