Cycles: rename UV geometry node output to Parametric to avoid confusion with uv texture coordinates.
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@@ -27,7 +27,7 @@ shader node_geometry(
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output normal Tangent = normal(0.0, 0.0, 0.0),
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output normal TrueNormal = normal(0.0, 0.0, 0.0),
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output vector Incoming = vector(0.0, 0.0, 0.0),
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output point UV = point(0.0, 0.0, 0.0),
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output point Parametric = point(0.0, 0.0, 0.0),
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output float Backfacing = 0.0)
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{
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Position = P;
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@@ -35,16 +35,16 @@ shader node_geometry(
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Tangent = normalize(dPdu);
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TrueNormal = Ng;
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Incoming = I;
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UV = point(u, v, 0.0);
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Parametric = point(u, v, 0.0);
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Backfacing = backfacing();
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if(bump_offset == "dx") {
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Position += Dx(Position);
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UV += Dx(UV);
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Parametric += Dx(Parametric);
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}
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else if(bump_offset == "dy") {
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Position += Dy(Position);
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UV += Dy(UV);
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Parametric += Dy(Parametric);
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}
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}
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@@ -1251,7 +1251,7 @@ GeometryNode::GeometryNode()
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add_output("Tangent", SHADER_SOCKET_NORMAL);
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add_output("True Normal", SHADER_SOCKET_NORMAL);
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add_output("Incoming", SHADER_SOCKET_VECTOR);
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add_output("UV", SHADER_SOCKET_POINT);
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add_output("Parametric", SHADER_SOCKET_POINT);
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add_output("Backfacing", SHADER_SOCKET_FLOAT);
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}
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@@ -1295,7 +1295,7 @@ void GeometryNode::compile(SVMCompiler& compiler)
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compiler.add_node(geom_node, NODE_GEOM_I, out->stack_offset);
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}
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out = output("UV");
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out = output("Parametric");
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if(!out->links.empty()) {
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compiler.stack_assign(out);
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compiler.add_node(geom_node, NODE_GEOM_uv, out->stack_offset);
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@@ -37,7 +37,7 @@ static bNodeSocketType sh_node_geometry_out[]= {
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{ SOCK_VECTOR, 1, "Tangent", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "True Normal", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "Incoming", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "UV", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, "Parametric", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VALUE, 1, "Backfacing", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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