forked from blender/blender
MaterialX: add shader nodes #21
@ -29,6 +29,26 @@ static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
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return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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#ifdef WITH_MATERIALX
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{
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if (to_type_ != NodeItem::Type::BSDF) {
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return empty();
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}
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NodeItem color = get_input_value("Color", NodeItem::Type::Color3);
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NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
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NodeItem res = create_node("translucent_bsdf", NodeItem::Type::BSDF);
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res.set_input("color", color * color);
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if (normal) {
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res.set_input("normal", normal);
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}
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return res;
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}
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#endif
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_bsdf_translucent_cc
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} // namespace blender::nodes::node_shader_bsdf_translucent_cc
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/* node type definition */
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/* node type definition */
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@ -42,6 +62,7 @@ void register_node_type_sh_bsdf_translucent()
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ntype.declare = file_ns::node_declare;
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ntype.declare = file_ns::node_declare;
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ntype.add_ui_poll = object_shader_nodes_poll;
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ntype.add_ui_poll = object_shader_nodes_poll;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_translucent;
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ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_translucent;
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ntype.materialx_fn = file_ns::node_shader_materialx;
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nodeRegisterType(&ntype);
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nodeRegisterType(&ntype);
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}
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}
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