NodeTree: Add eevee default shader tree.
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a740495814
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@ -153,6 +153,7 @@ bool BKE_scene_use_spherical_stereo(struct Scene *scene);
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bool BKE_scene_uses_blender_internal(const struct Scene *scene);
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bool BKE_scene_uses_blender_game(const struct Scene *scene);
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bool BKE_scene_uses_blender_eevee(const struct Scene *scene);
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void BKE_scene_disable_color_management(struct Scene *scene);
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bool BKE_scene_check_color_management_enabled(const struct Scene *scene);
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@ -111,6 +111,7 @@
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const char *RE_engine_id_BLENDER_RENDER = "BLENDER_RENDER";
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const char *RE_engine_id_BLENDER_GAME = "BLENDER_GAME";
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const char *RE_engine_id_BLENDER_CLAY = "BLENDER_CLAY";
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const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
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const char *RE_engine_id_CYCLES = "CYCLES";
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void free_avicodecdata(AviCodecData *acd)
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@ -1791,6 +1792,11 @@ bool BKE_scene_uses_blender_game(const Scene *scene)
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return STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME);
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}
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bool BKE_scene_uses_blender_eevee(const Scene *scene)
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{
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return STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE);
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}
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void BKE_scene_base_flag_to_objects(SceneLayer *sl)
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{
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Base *base = sl->object_bases.first;
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@ -397,6 +397,14 @@ void ED_node_shader_default(const bContext *C, ID *id)
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Material *ma = (Material *)id;
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ma->nodetree = ntree;
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if (BKE_scene_uses_blender_eevee(scene)) {
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out = nodeAddStaticNode(C, ntree, SH_NODE_OUTPUT_METALLIC);
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out->locx = 300.0f; out->locy = 300.0f;
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nodeSetActive(ntree, out);
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ntreeUpdateTree(CTX_data_main(C), ntree);
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return;
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}
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if (BKE_scene_use_new_shading_nodes(scene)) {
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output_type = SH_NODE_OUTPUT_MATERIAL;
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shader_type = SH_NODE_BSDF_DIFFUSE;
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