18 b.add_input<
decl::Float>(
"Size").default_value(0.01f).min(0.0f).max(100.0f);
36 return GPU_stack_link(mat, node,
"node_wireframe_screenspace", in, out);
47 return get_output_default(socket_out_->name, NodeItem::Type::Float);
62 ntype.
declare = file_ns::node_declare;
63 ntype.
draw_buttons = file_ns::node_shader_buts_wireframe;
64 ntype.
gpu_fn = file_ns::node_shader_gpu_wireframe;
#define SH_NODE_WIREFRAME
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
@ GPU_MATFLAG_BARYCENTRIC
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
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_register_type(bNodeType *ntype)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_wireframe(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_wireframe(uiLayout *layout, bContext *, PointerRNA *ptr)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
void register_node_type_sh_wireframe()
NodeMaterialXFunction materialx_fn
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare