Cycles: glossy and anisotropic BSDF changes
[blender.git] / source / blender / nodes / NOD_static_types.h
index 08dffd0ac9213a310c12b2deaf910152eac25dd8..1efdd7adb6be1f38063eb02103f2bf0a0cb20613 100644 (file)
@@ -77,11 +77,11 @@ DefNode( ShaderNode,     SH_NODE_ATTRIBUTE,          def_sh_attribute,       "AT
 DefNode( ShaderNode,     SH_NODE_AMBIENT_OCCLUSION,  0,                      "AMBIENT_OCCLUSION",  AmbientOcclusion, "Ambient Occlusion", ""       )
 DefNode( ShaderNode,     SH_NODE_BACKGROUND,         0,                      "BACKGROUND",         Background,       "Background",        ""       )
 DefNode( ShaderNode,     SH_NODE_HOLDOUT,            0,                      "HOLDOUT",            Holdout,          "Holdout",           ""       )
-DefNode( ShaderNode,     SH_NODE_BSDF_ANISOTROPIC,   def_anisotropic,        "BSDF_ANISOTROPIC",   BsdfAnisotropic,  "Anisotropic BSDF",  ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_ANISOTROPIC,   def_glossy,             "BSDF_ANISOTROPIC",   BsdfAnisotropic,  "Anisotropic BSDF",  ""       )
 DefNode( ShaderNode,     SH_NODE_BSDF_DIFFUSE,       0,                      "BSDF_DIFFUSE",       BsdfDiffuse,      "Diffuse BSDF",      ""       )
 DefNode( ShaderNode,     SH_NODE_BSDF_GLOSSY,        def_glossy,             "BSDF_GLOSSY",        BsdfGlossy,       "Glossy BSDF",       ""       )
-DefNode( ShaderNode,     SH_NODE_BSDF_GLASS,         def_glossy,             "BSDF_GLASS",         BsdfGlass,        "Glass BSDF",        ""       )
-DefNode( ShaderNode,     SH_NODE_BSDF_REFRACTION,    def_glossy,             "BSDF_REFRACTION",    BsdfRefraction,   "Refraction BSDF",   ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_GLASS,         def_glass,              "BSDF_GLASS",         BsdfGlass,        "Glass BSDF",        ""       )
+DefNode( ShaderNode,     SH_NODE_BSDF_REFRACTION,    def_glass,              "BSDF_REFRACTION",    BsdfRefraction,   "Refraction BSDF",   ""       )
 DefNode( ShaderNode,     SH_NODE_BSDF_TRANSLUCENT,   0,                      "BSDF_TRANSLUCENT",   BsdfTranslucent,  "Translucent BSDF",  ""       )
 DefNode( ShaderNode,     SH_NODE_BSDF_TRANSPARENT,   0,                      "BSDF_TRANSPARENT",   BsdfTransparent,  "Transparent BSDF",  ""       )
 DefNode( ShaderNode,     SH_NODE_BSDF_VELVET,        0,                      "BSDF_VELVET",        BsdfVelvet,       "Velvet BSDF",       ""       )