30 .default_value({1.0f, 1.0f, 1.0f, 1.0f})
31 .compositor_domain_priority(0);
52 if (input.is_single_value()) {
53 input.pass_through(result);
65 input.bind_as_texture(shader,
"input_tx");
69 result.allocate_texture(domain);
70 result.bind_as_image(shader,
"output_img");
74 input.unbind_as_texture();
75 result.unbind_as_image();
99 ntype.
declare = file_ns::cmp_node_flip_declare;
#define NODE_CLASS_DISTORT
void GPU_shader_bind(GPUShader *shader)
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
struct GPUShader GPUShader
CMPNodeFlipMode get_flip_mode()
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
const bNode & bnode() const
Result & get_input(StringRef identifier) const
Result & get_result(StringRef identifier)
Context & context() const
virtual Domain compute_domain()
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static void node_composit_buts_flip(uiLayout *layout, bContext *, PointerRNA *ptr)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
static void cmp_node_flip_declare(NodeDeclarationBuilder &b)
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
void register_node_type_cmp_flip()
void cmp_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeGetCompositorOperationFunction get_compositor_operation
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare