forked from bartvdbraak/blender
Cycles: GLSL materials now can use multiple UV maps with the attribute node.
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32f35056af
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e66f3eb499
@ -192,9 +192,9 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
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/* for closures we can't do automatic conversion */
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if(from->type == SHADER_SOCKET_CLOSURE || to->type == SHADER_SOCKET_CLOSURE) {
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fprintf(stderr, "Cycles shader graph connect: can only connect closure to closure "
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"(ShaderNode:%s, ShaderOutput:%s , type:%d -> to ShaderNode:%s, ShaderInput:%s, type:%d).\n",
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from->parent->name.c_str(), from->name, (int)from->type,
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to->parent->name.c_str(), to->name, (int)to->type);
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"(%s.%s to %s.%s).\n",
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from->parent->name.c_str(), from->name,
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to->parent->name.c_str(), to->name);
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return;
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}
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@ -2121,6 +2121,13 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result)
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/* geometry */
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void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float outf)
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{
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outcol = vec4(attr_uv, 1.0);
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outvec = attr_uv;
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outf = (attr_uv.x + attr_uv.y + attr_uv.z)/3.0;
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}
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void node_geometry(vec3 I, vec3 N, mat4 toworld,
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out vec3 position, out vec3 normal, out vec3 tangent,
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out vec3 true_normal, out vec3 incoming, out vec3 parametric,
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@ -42,6 +42,14 @@ static void node_shader_init_attribute(bNodeTree *UNUSED(ntree), bNode *node)
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node->storage = attr;
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}
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static int node_shader_gpu_attribute(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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NodeShaderAttribute *attr = node->storage;
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GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, attr->name);
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return GPU_stack_link(mat, "node_attribute", in, out, mtface);
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}
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/* node type definition */
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void register_node_type_sh_attribute(void)
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{
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@ -52,6 +60,8 @@ void register_node_type_sh_attribute(void)
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node_type_socket_templates(&ntype, NULL, sh_node_attribute_out);
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node_type_init(&ntype, node_shader_init_attribute);
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node_type_storage(&ntype, "NodeShaderAttribute", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_attribute);
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nodeRegisterType(&ntype);
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}
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