Blender V2.61 - r43446
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#include "../node_shader_util.h"
Go to the source code of this file.
Functions | |
static int | node_shader_gpu_light_path (GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) |
void | register_node_type_sh_light_path (bNodeTreeType *ttype) |
Variables | |
static bNodeSocketTemplate | sh_node_light_path_out [] |
static int node_shader_gpu_light_path | ( | GPUMaterial * | mat, |
bNode * | UNUSEDnode, | ||
GPUNodeStack * | in, | ||
GPUNodeStack * | out | ||
) | [static] |
Definition at line 43 of file node_shader_light_path.c.
References GPU_stack_link().
Referenced by register_node_type_sh_light_path().
void register_node_type_sh_light_path | ( | bNodeTreeType * | ttype | ) |
Definition at line 49 of file node_shader_light_path.c.
References NODE_CLASS_INPUT, NODE_NEW_SHADING, node_shader_gpu_light_path(), node_type_base(), node_type_compatibility(), node_type_exec(), node_type_gpu(), node_type_init(), node_type_size(), node_type_socket_templates(), node_type_storage(), nodeRegisterType(), NULL, and SH_NODE_LIGHT_PATH.
Referenced by registerShaderNodes().
bNodeSocketTemplate sh_node_light_path_out[] [static] |
{ { SOCK_FLOAT, 0, "Is Camera Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Shadow Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Diffuse Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Glossy Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Singular Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Reflection Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_FLOAT, 0, "Is Transmission Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }
Definition at line 32 of file node_shader_light_path.c.