30
30
/* **************** OUTPUT ******************** */
32
static bNodeSocketTemplate sh_node_bsdf_glass_in[]= {
33
{ SOCK_RGBA, 1, "Color", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
34
{ SOCK_FLOAT, 1, "Roughness", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
35
{ SOCK_FLOAT, 1, "IOR", 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f},
32
static bNodeSocketTemplate sh_node_bsdf_glass_in[] = {
33
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, N_("Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f},
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{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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static bNodeSocketTemplate sh_node_bsdf_glass_out[]= {
40
{ SOCK_SHADER, 0, "BSDF"},
40
static bNodeSocketTemplate sh_node_bsdf_glass_out[] = {
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{ SOCK_SHADER, 0, N_("BSDF")},
44
45
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
46
return GPU_stack_link(mat, "node_bsdf_glass", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
48
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
50
return GPU_stack_link(mat, "node_bsdf_glass", in, out);
49
53
/* node type definition */