Cycles: image texture node now uses UV as default texture coordinate,
instead of generated.
This commit is contained in:
@@ -47,7 +47,7 @@ ImageTextureNode::ImageTextureNode()
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filename = "";
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color_space = ustring("sRGB");
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_UV);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Alpha", SHADER_SOCKET_FLOAT);
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}
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@@ -285,7 +285,7 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
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NoiseTextureNode::NoiseTextureNode()
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: ShaderNode("noise_texture")
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{
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -350,7 +350,7 @@ BlendTextureNode::BlendTextureNode()
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progression = ustring("Linear");
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axis = ustring("Horizontal");
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -402,7 +402,7 @@ CloudsTextureNode::CloudsTextureNode()
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depth = 2;
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add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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@@ -479,7 +479,7 @@ VoronoiTextureNode::VoronoiTextureNode()
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add_input("Weight3", SHADER_SOCKET_FLOAT, 0.0f);
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add_input("Weight4", SHADER_SOCKET_FLOAT, 0.0f);
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add_input("Exponent", SHADER_SOCKET_FLOAT, 2.5f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Color", SHADER_SOCKET_COLOR);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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@@ -557,7 +557,7 @@ MusgraveTextureNode::MusgraveTextureNode()
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add_input("Offset", SHADER_SOCKET_FLOAT, 0.0f);
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add_input("Gain", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -641,7 +641,7 @@ MarbleTextureNode::MarbleTextureNode()
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add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
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add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -684,7 +684,7 @@ MagicTextureNode::MagicTextureNode()
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depth = 2;
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add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Color", SHADER_SOCKET_COLOR);
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}
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@@ -734,7 +734,7 @@ StucciTextureNode::StucciTextureNode()
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add_input("Size", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Turbulence", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -780,7 +780,7 @@ DistortedNoiseTextureNode::DistortedNoiseTextureNode()
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add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
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add_input("Distortion", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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@@ -840,7 +840,7 @@ WoodTextureNode::WoodTextureNode()
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add_input("Size", SHADER_SOCKET_FLOAT, 0.25f);
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add_input("Turbulence", SHADER_SOCKET_FLOAT, 5.0f);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED);
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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