forked from blender/blender
MaterialX: add support for Vector nodes #27
@ -35,6 +35,23 @@ static int gpu_shader_normal(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
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return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
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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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std::string name = socket_out_->name;
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NodeItem in1 = get_output_default("Normal", NodeItem::Type::Vector3);
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NodeItem in2 = get_input_value("Normal", NodeItem::Type::Vector3);
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if (name == "Dot") {
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NodeItem res = create_node("dotproduct", NodeItem::Type::Float);
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res.set_input("in1", in1);
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res.set_input("in2", in2);
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return res;
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}
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return in1;
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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_normal_cc
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} // namespace blender::nodes::node_shader_normal_cc
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void register_node_type_sh_normal()
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void register_node_type_sh_normal()
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@ -46,6 +63,7 @@ void register_node_type_sh_normal()
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sh_node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR);
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sh_node_type_base(&ntype, SH_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR);
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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.gpu_fn = file_ns::gpu_shader_normal;
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ntype.gpu_fn = file_ns::gpu_shader_normal;
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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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