Code cleanup / Cycles:

* Various string and comment fixes.
This commit is contained in:
Thomas Dinges 2013-08-05 01:24:41 +00:00
parent 2497084744
commit d06fa3ba2b
2 changed files with 11 additions and 11 deletions

@ -31,7 +31,7 @@ __device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, ui
stack_store_float(stack, out_offset, f);
}
/* Blend Weight Node */
/* Layer Weight Node */
__device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
{

@ -2136,7 +2136,7 @@ void LightPathNode::compile(OSLCompiler& compiler)
/* Light Falloff */
LightFalloffNode::LightFalloffNode()
: ShaderNode("light_path")
: ShaderNode("light_fallof")
{
add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
@ -2777,7 +2777,7 @@ void SeparateRGBNode::compile(OSLCompiler& compiler)
/* Separate HSV */
SeparateHSVNode::SeparateHSVNode()
: ShaderNode("separate_rgb")
: ShaderNode("separate_hsv")
{
add_input("Color", SHADER_SOCKET_COLOR);
add_output("H", SHADER_SOCKET_FLOAT);
@ -2944,7 +2944,7 @@ void CameraNode::compile(OSLCompiler& compiler)
/* Fresnel */
FresnelNode::FresnelNode()
: ShaderNode("Fresnel")
: ShaderNode("fresnel")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
@ -2966,10 +2966,10 @@ void FresnelNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_fresnel");
}
/* Blend Weight */
/* Layer Weight */
LayerWeightNode::LayerWeightNode()
: ShaderNode("LayerWeight")
: ShaderNode("layer_weight")
{
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
@ -3008,7 +3008,7 @@ void LayerWeightNode::compile(OSLCompiler& compiler)
/* Wireframe */
WireframeNode::WireframeNode()
: ShaderNode("Wireframe")
: ShaderNode("wireframe")
{
add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
add_output("Fac", SHADER_SOCKET_FLOAT);
@ -3035,7 +3035,7 @@ void WireframeNode::compile(OSLCompiler& compiler)
/* Wavelength */
WavelengthNode::WavelengthNode()
: ShaderNode("Wavelength")
: ShaderNode("wavelength")
{
add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
add_output("Color", SHADER_SOCKET_COLOR);
@ -3059,7 +3059,7 @@ void WavelengthNode::compile(OSLCompiler& compiler)
/* Blackbody */
BlackbodyNode::BlackbodyNode()
: ShaderNode("Blackbody")
: ShaderNode("blackbody")
{
add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
add_output("Color", SHADER_SOCKET_COLOR);
@ -3387,7 +3387,7 @@ void RGBCurvesNode::compile(OSLCompiler& compiler)
/* VectorCurvesNode */
VectorCurvesNode::VectorCurvesNode()
: ShaderNode("rgb_curves")
: ShaderNode("vector_curves")
{
add_input("Fac", SHADER_SOCKET_FLOAT);
add_input("Vector", SHADER_SOCKET_VECTOR);
@ -3645,7 +3645,7 @@ ShaderEnum TangentNode::direction_type_enum = tangent_direction_type_init();
ShaderEnum TangentNode::axis_enum = tangent_axis_init();
TangentNode::TangentNode()
: ShaderNode("normal_map")
: ShaderNode("tangent")
{
direction_type = ustring("Radial");
axis = ustring("X");