Index: intern/cycles/app/cycles_xml.cpp =================================================================== --- intern/cycles/app/cycles_xml.cpp (revision 50175) +++ intern/cycles/app/cycles_xml.cpp (working copy) @@ -379,6 +379,9 @@ else if(string_iequals(node.name(), "checker_texture")) { snode = new CheckerTextureNode(); } + else if(string_iequals(node.name(), "brick_texture")) { + snode = new BrickTextureNode(); + } else if(string_iequals(node.name(), "gradient_texture")) { GradientTextureNode *blend = new GradientTextureNode(); xml_read_enum(&blend->type, GradientTextureNode::type_enum, node, "type"); Index: intern/cycles/blender/blender_shader.cpp =================================================================== --- intern/cycles/blender/blender_shader.cpp (revision 50175) +++ intern/cycles/blender/blender_shader.cpp (working copy) @@ -459,6 +459,17 @@ node = checker; break; } + case BL::ShaderNode::type_TEX_BRICK: { + BL::ShaderNodeTexBrick b_brick_node(b_node); + BrickTextureNode *brick = new BrickTextureNode(); + brick->offset = b_brick_node.offset(); + brick->offset_frequency = b_brick_node.offset_frequency(); + brick->squash = b_brick_node.squash(); + brick->squash_frequency = b_brick_node.squash_frequency(); + get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping()); + node = brick; + break; + } case BL::ShaderNode::type_TEX_NOISE: { BL::ShaderNodeTexNoise b_noise_node(b_node); NoiseTextureNode *noise = new NoiseTextureNode(); Index: intern/cycles/kernel/CMakeLists.txt =================================================================== --- intern/cycles/kernel/CMakeLists.txt (revision 50175) +++ intern/cycles/kernel/CMakeLists.txt (working copy) @@ -61,6 +61,7 @@ svm/svm_closure.h svm/svm_convert.h svm/svm_checker.h + svm/svm_brick.h svm/svm_displace.h svm/svm_fresnel.h svm/svm_gamma.h Index: intern/cycles/kernel/svm/svm.h =================================================================== --- intern/cycles/kernel/svm/svm.h (revision 50175) +++ intern/cycles/kernel/svm/svm.h (working copy) @@ -154,6 +154,7 @@ #include "svm_value.h" #include "svm_voronoi.h" #include "svm_checker.h" +#include "svm_brick.h" CCL_NAMESPACE_BEGIN @@ -249,6 +250,9 @@ case NODE_TEX_CHECKER: svm_node_tex_checker(kg, sd, stack, node, &offset); break; + case NODE_TEX_BRICK: + svm_node_tex_brick(kg, sd, stack, node, &offset); + break; #endif case NODE_CAMERA: svm_node_camera(kg, sd, stack, node.y, node.z, node.w); Index: intern/cycles/kernel/svm/svm_brick.h =================================================================== --- intern/cycles/kernel/svm/svm_brick.h (revision 0) +++ intern/cycles/kernel/svm/svm_brick.h (working copy) @@ -0,0 +1,112 @@ +/* + * Copyright 2012, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +CCL_NAMESPACE_BEGIN + +/* Brick */ + +__device_noinline float noise(int n) /* fast integer noise */ +{ + int nn; + n = (n >> 13) ^ n; + nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return 0.5f * ((float)nn / 1073741824.0f); +} + +__device_noinline float svm_brick(float3 p, float scale, float mortar_size, float bias, + float brick_width, float row_height, float offset_amount, int offset_frequency, + float squash_amount, int squash_frequency, float &tint) +{ + p *= scale; + + int bricknum, rownum; + float offset = 0.0f; + float x, y; + + rownum = (int)floor(p.y / row_height); + + if(offset_frequency && squash_frequency) { + brick_width *= ((int)(rownum) % squash_frequency ) ? 1.0f : squash_amount; /* squash */ + offset = ((int)(rownum) % offset_frequency ) ? 0 : (brick_width*offset_amount); /* offset */ + } + + bricknum = (int)floor((p.x+offset) / brick_width); + + x = (p.x+offset) - brick_width*bricknum; + y = p.y - row_height*rownum; + + tint = clamp((noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f); + + return (x < mortar_size || y < mortar_size || + x > (brick_width - mortar_size) || + y > (row_height - mortar_size)) ? 1.0f : 0.0f; +} + +__device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) +{ + uint4 node2 = read_node(kg, offset); + uint4 node3 = read_node(kg, offset); + + /* Input and Output Sockets */ + uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset; + uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset; + uint color_offset, fac_offset; + + /* RNA properties */ + uint offset_amount, offset_frequency, squash_amount, squash_frequency; + + float tint; + + decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset); + decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset); + decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL); + + decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, &offset_amount, &squash_amount); + + float3 co = stack_load_float3(stack, co_offset); + + float3 color1 = stack_load_float3(stack, color1_offset); + float3 color2 = stack_load_float3(stack, color2_offset); + float3 mortar = stack_load_float3(stack, mortar_offset); + + float scale = stack_load_float_default(stack, scale_offset, node2.y); + float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z); + float bias = stack_load_float_default(stack, bias_offset, node2.w); + float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x); + float row_height = stack_load_float_default(stack, row_height_offset, node3.y); + + float f = svm_brick(co, scale, mortar_size, bias, brick_width, row_height, + offset_amount, offset_frequency, squash_amount, squash_frequency, + tint); + + if(f != 1.0f) { + float facm = 1.0f - tint; + + color1.x = facm * (color1.x) + tint * color2.x; + color1.y = facm * (color1.y) + tint * color2.y; + color1.z = facm * (color1.z) + tint * color2.z; + } + + if(stack_valid(color_offset)) + stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1); + if(stack_valid(fac_offset)) + stack_store_float(stack, fac_offset, f); +} + +CCL_NAMESPACE_END + Index: intern/cycles/kernel/svm/svm_types.h =================================================================== --- intern/cycles/kernel/svm/svm_types.h (revision 50175) +++ intern/cycles/kernel/svm/svm_types.h (working copy) @@ -89,7 +89,8 @@ NODE_MIN_MAX, NODE_LIGHT_FALLOFF, NODE_OBJECT_INFO, - NODE_PARTICLE_INFO + NODE_PARTICLE_INFO, + NODE_TEX_BRICK } NodeType; typedef enum NodeAttributeType { Index: intern/cycles/render/nodes.cpp =================================================================== --- intern/cycles/render/nodes.cpp (revision 50175) +++ intern/cycles/render/nodes.cpp (working copy) @@ -873,6 +873,98 @@ compiler.add(this, "node_checker_texture"); } +/* Brick Texture */ + +BrickTextureNode::BrickTextureNode() +: TextureNode("brick_texture") +{ + offset = 0.5f; + offset_frequency = 2; + squash = 1.0f; + squash_frequency = 2; + + add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_GENERATED); + add_input("Color1", SHADER_SOCKET_COLOR); + add_input("Color2", SHADER_SOCKET_COLOR); + add_input("Mortar", SHADER_SOCKET_COLOR); + add_input("Scale", SHADER_SOCKET_FLOAT, 5.0f); + add_input("Mortar Size", SHADER_SOCKET_FLOAT, 0.02f); + add_input("Bias", SHADER_SOCKET_FLOAT, 0.0f); + add_input("Brick Width", SHADER_SOCKET_FLOAT, 0.5f); + add_input("Row Height", SHADER_SOCKET_FLOAT, 0.25f); + + add_output("Color", SHADER_SOCKET_COLOR); + add_output("Fac", SHADER_SOCKET_FLOAT); +} + +void BrickTextureNode::compile(SVMCompiler& compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *color1_in = input("Color1"); + ShaderInput *color2_in = input("Color2"); + ShaderInput *mortar_in = input("Mortar"); + ShaderInput *scale_in = input("Scale"); + ShaderInput *mortar_size_in = input("Mortar Size"); + ShaderInput *bias_in = input("Bias"); + ShaderInput *brick_width_in = input("Brick Width"); + ShaderInput *row_height_in = input("Row Height"); + + ShaderOutput *color_out = output("Color"); + ShaderOutput *fac_out = output("Fac"); + + compiler.stack_assign(vector_in); + compiler.stack_assign(color1_in); + compiler.stack_assign(color2_in); + compiler.stack_assign(mortar_in); + if(scale_in->link) compiler.stack_assign(scale_in); + if(mortar_size_in->link) compiler.stack_assign(mortar_size_in); + if(bias_in->link) compiler.stack_assign(bias_in); + if(brick_width_in->link) compiler.stack_assign(brick_width_in); + if(row_height_in->link) compiler.stack_assign(row_height_in); + + int vector_offset = vector_in->stack_offset; + + if(!tex_mapping.skip()) { + vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR); + tex_mapping.compile(compiler, vector_in->stack_offset, vector_offset); + } + + if(!color_out->links.empty()) + compiler.stack_assign(color_out); + if(!fac_out->links.empty()) + compiler.stack_assign(fac_out); + + compiler.add_node(NODE_TEX_BRICK, + compiler.encode_uchar4(vector_offset, + color1_in->stack_offset, color2_in->stack_offset, mortar_in->stack_offset), + compiler.encode_uchar4(scale_in->stack_offset, + mortar_size_in->stack_offset, bias_in->stack_offset, brick_width_in->stack_offset), + compiler.encode_uchar4(row_height_in->stack_offset, + color_out->stack_offset, fac_out->stack_offset)); + + compiler.add_node(compiler.encode_uchar4(offset_frequency, squash_frequency, offset, squash), + __float_as_int(scale_in->value.x), + __float_as_int(mortar_size_in->value.x), + __float_as_int(bias_in->value.x)); + + compiler.add_node(__float_as_int(brick_width_in->value.x), + __float_as_int(row_height_in->value.x), + __float_as_int(offset), + __float_as_int(squash)); + + if(vector_offset != vector_in->stack_offset) + compiler.stack_clear_offset(vector_in->type, vector_offset); +} + +void BrickTextureNode::compile(OSLCompiler& compiler) +{ + compiler.parameter("Offset", offset); + compiler.parameter("Offset Frequency", offset_frequency); + compiler.parameter("Squash", squash); + compiler.parameter("Squash Frequency", squash_frequency); + compiler.add(this, "node_brick_texture"); +} + /* Normal */ NormalNode::NormalNode() Index: intern/cycles/render/nodes.h =================================================================== --- intern/cycles/render/nodes.h (revision 50175) +++ intern/cycles/render/nodes.h (working copy) @@ -155,6 +155,14 @@ SHADER_NODE_CLASS(CheckerTextureNode) }; +class BrickTextureNode : public TextureNode { +public: + SHADER_NODE_CLASS(BrickTextureNode) + + float offset, squash; + int offset_frequency, squash_frequency; +}; + class MappingNode : public ShaderNode { public: SHADER_NODE_CLASS(MappingNode) Index: source/blender/blenkernel/BKE_node.h =================================================================== --- source/blender/blenkernel/BKE_node.h (revision 50175) +++ source/blender/blenkernel/BKE_node.h (working copy) @@ -546,6 +546,7 @@ #define SH_NODE_LIGHT_FALLOFF 166 #define SH_NODE_OBJECT_INFO 167 #define SH_NODE_PARTICLE_INFO 168 +#define SH_NODE_TEX_BRICK 169 /* custom defines options for Material node */ #define SH_NODE_MAT_DIFF 1 Index: source/blender/blenkernel/intern/node.c =================================================================== --- source/blender/blenkernel/intern/node.c (revision 50175) +++ source/blender/blenkernel/intern/node.c (working copy) @@ -2265,6 +2265,7 @@ register_node_type_sh_tex_gradient(ttype); register_node_type_sh_tex_magic(ttype); register_node_type_sh_tex_checker(ttype); + register_node_type_sh_tex_brick(ttype); } static void registerTextureNodes(bNodeTreeType *ttype) Index: source/blender/editors/space_node/drawnode.c =================================================================== --- source/blender/editors/space_node/drawnode.c (revision 50175) +++ source/blender/editors/space_node/drawnode.c (working copy) @@ -1359,6 +1359,19 @@ uiItemR(layout, ptr, "turbulence_depth", 0, NULL, ICON_NONE); } +static void node_shader_buts_tex_brick(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) +{ + uiLayout *col; + + col = uiLayoutColumn(layout, TRUE); + uiItemR(col, ptr, "offset", 0, IFACE_("Offset"), ICON_NONE); + uiItemR(col, ptr, "offset_frequency", 0, IFACE_("Frequency"), ICON_NONE); + + col = uiLayoutColumn(layout, TRUE); + uiItemR(col, ptr, "squash", 0, IFACE_("Squash"), ICON_NONE); + uiItemR(col, ptr, "squash_frequency", 0, IFACE_("Frequency"), ICON_NONE); +} + static void node_shader_buts_tex_wave(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiItemR(layout, ptr, "wave_type", 0, "", ICON_NONE); @@ -1443,6 +1456,9 @@ case SH_NODE_TEX_MAGIC: ntype->uifunc = node_shader_buts_tex_magic; break; + case SH_NODE_TEX_BRICK: + ntype->uifunc = node_shader_buts_tex_brick; + break; case SH_NODE_TEX_WAVE: ntype->uifunc = node_shader_buts_tex_wave; break; Index: source/blender/makesdna/DNA_node_types.h =================================================================== --- source/blender/makesdna/DNA_node_types.h (revision 50175) +++ source/blender/makesdna/DNA_node_types.h (working copy) @@ -621,6 +621,12 @@ NodeTexBase base; } NodeTexChecker; +typedef struct NodeTexBrick { + NodeTexBase base; + int offset_freq, squash_freq; + float offset, squash; +} NodeTexBrick; + typedef struct NodeTexEnvironment { NodeTexBase base; ImageUser iuser; Index: source/blender/makesrna/intern/rna_nodetree.c =================================================================== --- source/blender/makesrna/intern/rna_nodetree.c (revision 50175) +++ source/blender/makesrna/intern/rna_nodetree.c (working copy) @@ -1580,6 +1580,43 @@ def_sh_tex(srna); } +static void def_sh_tex_brick(StructRNA *srna) +{ + PropertyRNA *prop; + + RNA_def_struct_sdna_from(srna, "NodeTexBrick", "storage"); + def_sh_tex(srna); + + prop = RNA_def_property(srna, "offset_frequency", PROP_INT, PROP_NONE); + RNA_def_property_int_sdna(prop, NULL, "offset_freq"); + RNA_def_property_int_default(prop, 2); + RNA_def_property_range(prop, 1, 99); + RNA_def_property_ui_text(prop, "Offset Frequency", ""); + RNA_def_property_update(prop, 0, "rna_Node_update"); + + prop = RNA_def_property(srna, "squash_frequency", PROP_INT, PROP_NONE); + RNA_def_property_int_sdna(prop, NULL, "squash_freq"); + RNA_def_property_int_default(prop, 2); + RNA_def_property_range(prop, 1, 99); + RNA_def_property_ui_text(prop, "Squash Frequency", ""); + RNA_def_property_update(prop, 0, "rna_Node_update"); + + prop = RNA_def_property(srna, "offset", PROP_FLOAT, PROP_NONE); + RNA_def_property_float_sdna(prop, NULL, "offset"); + RNA_def_property_float_default(prop, 0.5f); + RNA_def_property_range(prop, 0.0f, 1.0f); + RNA_def_property_ui_text(prop, "Offset Amount", ""); + RNA_def_property_update(prop, 0, "rna_Node_update"); + + prop = RNA_def_property(srna, "squash", PROP_FLOAT, PROP_NONE); + RNA_def_property_float_sdna(prop, NULL, "squash"); + RNA_def_property_float_default(prop, 1.0f); + RNA_def_property_range(prop, 0.0f, 99.0f); + RNA_def_property_ui_text(prop, "Squash Amount", ""); + RNA_def_property_update(prop, 0, "rna_Node_update"); + +} + static void def_sh_tex_magic(StructRNA *srna) { PropertyRNA *prop; Index: source/blender/makesrna/intern/rna_nodetree_types.h =================================================================== --- source/blender/makesrna/intern/rna_nodetree_types.h (revision 50175) +++ source/blender/makesrna/intern/rna_nodetree_types.h (working copy) @@ -91,6 +91,7 @@ DefNode( ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "" ) DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "" ) DefNode( ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "" ) +DefNode( ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" ) DefNode( ShaderNode, SH_NODE_TEX_COORD, 0, "TEX_COORD", TexCoord, "Texture Coordinate","" ) DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" ) Index: source/blender/nodes/CMakeLists.txt =================================================================== --- source/blender/nodes/CMakeLists.txt (revision 50175) +++ source/blender/nodes/CMakeLists.txt (working copy) @@ -180,6 +180,7 @@ shader/nodes/node_shader_tex_voronoi.c shader/nodes/node_shader_tex_wave.c shader/nodes/node_shader_tex_checker.c + shader/nodes/node_shader_tex_brick.c shader/node_shader_tree.c shader/node_shader_util.c Index: source/blender/nodes/NOD_shader.h =================================================================== --- source/blender/nodes/NOD_shader.h (revision 50175) +++ source/blender/nodes/NOD_shader.h (working copy) @@ -108,6 +108,7 @@ void register_node_type_sh_tex_musgrave(struct bNodeTreeType *ttype); void register_node_type_sh_tex_noise(struct bNodeTreeType *ttype); void register_node_type_sh_tex_checker(struct bNodeTreeType *ttype); +void register_node_type_sh_tex_brick(struct bNodeTreeType *ttype); #endif Index: source/blender/nodes/shader/nodes/node_shader_tex_brick.c =================================================================== --- source/blender/nodes/shader/nodes/node_shader_tex_brick.c (revision 0) +++ source/blender/nodes/shader/nodes/node_shader_tex_brick.c (working copy) @@ -0,0 +1,90 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "../node_shader_util.h" + +/* **************** OUTPUT ******************** */ + +static bNodeSocketTemplate sh_node_tex_brick_in[]= { + { SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + { SOCK_RGBA, 1, N_("Color1"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, + { SOCK_RGBA, 1, N_("Color2"), 0.2f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f}, + { SOCK_RGBA, 1, N_("Mortar"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("Scale"), 5.0f, 0.0f, 0.0f, 0.0f, -1000.0f, 1000.0f}, + { SOCK_FLOAT, 1, N_("Mortar Size"), 0.02f, 0.0f, 0.0f, 0.0f, 0.0f, 0.125f}, + { SOCK_FLOAT, 1, N_("Bias"), 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f}, + { SOCK_FLOAT, 1, N_("Brick Width"), 0.5f, 0.0f, 0.0f, 0.0f, 0.01f, 100.0f}, + { SOCK_FLOAT, 1, N_("Row Height"), 0.25f, 0.0f, 0.0f, 0.0f, 0.01f, 100.0f}, + { -1, 0, "" } +}; + +static bNodeSocketTemplate sh_node_tex_brick_out[]= { + { SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { SOCK_FLOAT, 0, N_("Fac"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { -1, 0, "" } +}; + +static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp)) +{ + NodeTexBrick *tex = MEM_callocN(sizeof(NodeTexBrick), "NodeTexBrick"); + default_tex_mapping(&tex->base.tex_mapping); + default_color_mapping(&tex->base.color_mapping); + + tex->offset = 0.5f; + tex->squash = 1.0f; + tex->offset_freq = 2; + tex->squash_freq = 2; + + node->storage = tex; +} + +static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) +{ + if (!in[0].link) + in[0].link = GPU_attribute(CD_ORCO, ""); + + node_shader_gpu_tex_mapping(mat, node, in, out); + + return GPU_stack_link(mat, "node_tex_brick", in, out); +} + +/* node type definition */ +void register_node_type_sh_tex_brick(bNodeTreeType *ttype) +{ + static bNodeType ntype; + + node_type_base(ttype, &ntype, SH_NODE_TEX_BRICK, "Brick Texture", NODE_CLASS_TEXTURE, NODE_OPTIONS); + node_type_compatibility(&ntype, NODE_NEW_SHADING); + node_type_socket_templates(&ntype, sh_node_tex_brick_in, sh_node_tex_brick_out); + node_type_size(&ntype, 150, 60, 200); + node_type_init(&ntype, node_shader_init_tex_brick); + node_type_storage(&ntype, "NodeTexBrick", node_free_standard_storage, node_copy_standard_storage); + node_type_exec(&ntype, NULL); + node_type_gpu(&ntype, node_shader_gpu_tex_brick); + + nodeRegisterType(ttype, &ntype); +}