forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -37,6 +37,21 @@ static int gpu_shader_displacement(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_displacement_world", in, out);
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return GPU_stack_link(mat, node, "node_displacement_world", in, out);
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}
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}
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NODE_SHADER_MATERIALX_BEGIN
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{
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/* NOTE: Normal input and Space feature don't have an implementation in MaterialX.*/
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NodeItem midlevel = get_input_value("Midlevel", NodeItem::Type::Float);
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NodeItem height = get_input_value("Height", NodeItem::Type::Float) - midlevel;
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NodeItem scale = get_input_value("Scale", NodeItem::Type::Float);
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NodeItem res = create_node("displacement", NodeItem::Type::Displacementshader);
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res.set_input("displacement", height);
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res.set_input("scale", scale);
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return res;
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}
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NODE_SHADER_MATERIALX_END
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} // namespace blender::nodes::node_shader_displacement_cc
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} // namespace blender::nodes::node_shader_displacement_cc
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/* node type definition */
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/* node type definition */
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@ -50,6 +65,7 @@ void register_node_type_sh_displacement()
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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.initfunc = file_ns::node_shader_init_displacement;
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ntype.initfunc = file_ns::node_shader_init_displacement;
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ntype.gpu_fn = file_ns::gpu_shader_displacement;
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ntype.gpu_fn = file_ns::gpu_shader_displacement;
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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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