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* ***** BEGIN GPL LICENSE BLOCK *****
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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* The Original Code is: all of this file.
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* Contributor(s): none yet.
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* ***** END GPL LICENSE BLOCK *****
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#include "../node_shader_util.h"
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_bsdf_glass_in[]= {
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{ SOCK_RGBA, 1, "Color", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, "Roughness", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, "IOR", 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f},
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static bNodeSocketTemplate sh_node_bsdf_glass_out[]= {
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{ SOCK_SHADER, 0, "BSDF"},
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static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
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return GPU_stack_link(mat, "node_bsdf_glass", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
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/* node type definition */
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void register_node_type_sh_bsdf_glass(bNodeTreeType *ttype)
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_BSDF_GLASS, "Glass BSDF", NODE_CLASS_SHADER, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_bsdf_glass_in, sh_node_bsdf_glass_out);
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node_type_size(&ntype, 150, 60, 200);
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node_type_init(&ntype, NULL);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_exec(&ntype, NULL);
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node_type_gpu(&ntype, node_shader_gpu_bsdf_glass);
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nodeRegisterType(ttype, &ntype);