14 b.add_input<
decl::Float>(
"Radius").default_value(0.05f).min(0.0f).max(1000.0f);
36 GPU_link(mat,
"world_normals_get", &in[1].link);
46 return get_input_link(
"Normal", NodeItem::Type::Vector3);
61 ntype.
declare = file_ns::node_declare;
63 ntype.
initfunc = file_ns::node_shader_init_bevel;
64 ntype.
gpu_fn = file_ns::gpu_shader_bevel;
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
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_register_type(bNodeType *ntype)
static int gpu_shader_bevel(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_buts_bevel(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_shader_init_bevel(bNodeTree *, bNode *node)
static void node_declare(NodeDeclarationBuilder &b)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_bevel()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeMaterialXFunction materialx_fn
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare