forked from blender/blender
MaterialX: split standard_surface into basic nodes #26
@ -466,11 +466,9 @@ NODE_SHADER_MATERIALX_BEGIN
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NodeItem n_coat_affected_transmission_roughness = create_node(
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NodeItem n_coat_affected_transmission_roughness = create_node(
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"mix",
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"mix",
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NodeItem::Type::Float,
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NodeItem::Type::Float,
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{
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{{"fg", val(1.0f)},
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{"fg", val(1.0f)},
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{"bg", (roughness + roughness).clamp(0.0f, 1.0f)},
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{"bg", (roughness + roughness).clamp(0.0f, 1.0f)},
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{"mix", n_coat_affect_roughness_multiply2}});
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{"mix", n_coat_affect_roughness_multiply2},
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});
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NodeItem n_transmission_roughness = create_node(
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NodeItem n_transmission_roughness = create_node(
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"roughness_anisotropy",
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"roughness_anisotropy",
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