Code cleanup / Cycles:
* Various string and comment fixes.
This commit is contained in:
@@ -31,7 +31,7 @@ __device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, ui
|
|||||||
stack_store_float(stack, out_offset, f);
|
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)
|
__device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
|
||||||
{
|
{
|
||||||
|
@@ -2136,7 +2136,7 @@ void LightPathNode::compile(OSLCompiler& compiler)
|
|||||||
/* Light Falloff */
|
/* Light Falloff */
|
||||||
|
|
||||||
LightFalloffNode::LightFalloffNode()
|
LightFalloffNode::LightFalloffNode()
|
||||||
: ShaderNode("light_path")
|
: ShaderNode("light_fallof")
|
||||||
{
|
{
|
||||||
add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
|
add_input("Strength", SHADER_SOCKET_FLOAT, 100.0f);
|
||||||
add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
|
add_input("Smooth", SHADER_SOCKET_FLOAT, 0.0f);
|
||||||
@@ -2777,7 +2777,7 @@ void SeparateRGBNode::compile(OSLCompiler& compiler)
|
|||||||
|
|
||||||
/* Separate HSV */
|
/* Separate HSV */
|
||||||
SeparateHSVNode::SeparateHSVNode()
|
SeparateHSVNode::SeparateHSVNode()
|
||||||
: ShaderNode("separate_rgb")
|
: ShaderNode("separate_hsv")
|
||||||
{
|
{
|
||||||
add_input("Color", SHADER_SOCKET_COLOR);
|
add_input("Color", SHADER_SOCKET_COLOR);
|
||||||
add_output("H", SHADER_SOCKET_FLOAT);
|
add_output("H", SHADER_SOCKET_FLOAT);
|
||||||
@@ -2944,7 +2944,7 @@ void CameraNode::compile(OSLCompiler& compiler)
|
|||||||
/* Fresnel */
|
/* Fresnel */
|
||||||
|
|
||||||
FresnelNode::FresnelNode()
|
FresnelNode::FresnelNode()
|
||||||
: ShaderNode("Fresnel")
|
: ShaderNode("fresnel")
|
||||||
{
|
{
|
||||||
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
|
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
|
||||||
add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
|
add_input("IOR", SHADER_SOCKET_FLOAT, 1.45f);
|
||||||
@@ -2966,10 +2966,10 @@ void FresnelNode::compile(OSLCompiler& compiler)
|
|||||||
compiler.add(this, "node_fresnel");
|
compiler.add(this, "node_fresnel");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Blend Weight */
|
/* Layer Weight */
|
||||||
|
|
||||||
LayerWeightNode::LayerWeightNode()
|
LayerWeightNode::LayerWeightNode()
|
||||||
: ShaderNode("LayerWeight")
|
: ShaderNode("layer_weight")
|
||||||
{
|
{
|
||||||
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
|
add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, ShaderInput::USE_OSL);
|
||||||
add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
|
add_input("Blend", SHADER_SOCKET_FLOAT, 0.5f);
|
||||||
@@ -3008,7 +3008,7 @@ void LayerWeightNode::compile(OSLCompiler& compiler)
|
|||||||
/* Wireframe */
|
/* Wireframe */
|
||||||
|
|
||||||
WireframeNode::WireframeNode()
|
WireframeNode::WireframeNode()
|
||||||
: ShaderNode("Wireframe")
|
: ShaderNode("wireframe")
|
||||||
{
|
{
|
||||||
add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
|
add_input("Size", SHADER_SOCKET_FLOAT, 0.01f);
|
||||||
add_output("Fac", SHADER_SOCKET_FLOAT);
|
add_output("Fac", SHADER_SOCKET_FLOAT);
|
||||||
@@ -3035,7 +3035,7 @@ void WireframeNode::compile(OSLCompiler& compiler)
|
|||||||
/* Wavelength */
|
/* Wavelength */
|
||||||
|
|
||||||
WavelengthNode::WavelengthNode()
|
WavelengthNode::WavelengthNode()
|
||||||
: ShaderNode("Wavelength")
|
: ShaderNode("wavelength")
|
||||||
{
|
{
|
||||||
add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
|
add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
|
||||||
add_output("Color", SHADER_SOCKET_COLOR);
|
add_output("Color", SHADER_SOCKET_COLOR);
|
||||||
@@ -3059,7 +3059,7 @@ void WavelengthNode::compile(OSLCompiler& compiler)
|
|||||||
/* Blackbody */
|
/* Blackbody */
|
||||||
|
|
||||||
BlackbodyNode::BlackbodyNode()
|
BlackbodyNode::BlackbodyNode()
|
||||||
: ShaderNode("Blackbody")
|
: ShaderNode("blackbody")
|
||||||
{
|
{
|
||||||
add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
|
add_input("Temperature", SHADER_SOCKET_FLOAT, 1200.0f);
|
||||||
add_output("Color", SHADER_SOCKET_COLOR);
|
add_output("Color", SHADER_SOCKET_COLOR);
|
||||||
@@ -3387,7 +3387,7 @@ void RGBCurvesNode::compile(OSLCompiler& compiler)
|
|||||||
/* VectorCurvesNode */
|
/* VectorCurvesNode */
|
||||||
|
|
||||||
VectorCurvesNode::VectorCurvesNode()
|
VectorCurvesNode::VectorCurvesNode()
|
||||||
: ShaderNode("rgb_curves")
|
: ShaderNode("vector_curves")
|
||||||
{
|
{
|
||||||
add_input("Fac", SHADER_SOCKET_FLOAT);
|
add_input("Fac", SHADER_SOCKET_FLOAT);
|
||||||
add_input("Vector", SHADER_SOCKET_VECTOR);
|
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();
|
ShaderEnum TangentNode::axis_enum = tangent_axis_init();
|
||||||
|
|
||||||
TangentNode::TangentNode()
|
TangentNode::TangentNode()
|
||||||
: ShaderNode("normal_map")
|
: ShaderNode("tangent")
|
||||||
{
|
{
|
||||||
direction_type = ustring("Radial");
|
direction_type = ustring("Radial");
|
||||||
axis = ustring("X");
|
axis = ustring("X");
|
||||||
|
Reference in New Issue
Block a user