26 "Strength of the bump mapping effect, interpolating between "
27 "no bump mapping and full bump mapping");
33 "Multiplier for the height value to control the overall distance for bump mapping");
53 return GPU_link(mat,
"world_normals_get", &out[0].link);
57 return GPU_link(mat,
"vector_copy", in[3].link, &out[0].link);
62 GPU_link(mat,
"world_normals_get", &in[3].link);
77 float invert = (node->custom1) ? -1.0 : 1.0;
85 NodeItem height = get_input_link(
"Height", NodeItem::Type::Float);
86 NodeItem normal = get_input_link(
"Normal", NodeItem::Type::Vector3);
91 "normal", NodeItem::Type::Vector3, {{
"space", val(std::string(
"world"))}});
96 NodeItem strength = get_input_value(
"Strength", NodeItem::Type::Float);
97 NodeItem distance = get_input_value(
"Distance", NodeItem::Type::Float);
98 NodeItem height_normal = create_node(
99 "heighttonormal", NodeItem::Type::Vector3, {{
"in", height}, {
"scale", strength}});
101 return create_node(
"normalmap",
102 NodeItem::Type::Vector3,
103 {{
"in", height_normal},
104 {
"scale", node_->custom1 ? distance * val(-1.0f) : distance},
105 {
"normal", normal}});
120 ntype.
declare = file_ns::node_declare;
122 ntype.
gpu_fn = file_ns::gpu_shader_bump;
#define NODE_CLASS_OP_VECTOR
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
char * GPU_material_split_sub_function(GPUMaterial *material, eGPUType return_type, GPUNodeLink **link)
GPUNodeLink * GPU_constant(const float *num)
GPUNodeLink * GPU_differentiate_float_function(const char *function_name)
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
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
void node_register_type(bNodeType *ntype)
static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_bump(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_bump()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare