This implements the Menu Switch node in shader nodes. It's the same node that is used in Geometry Nodes and the Compositor. The Menu Switch node is purely handled during preprocessing and thus builds on top of #141936. Hence, it's input has to be a single value, just like the iteration count for repeat zones. This limitation can be lifted in the future, but currently there is no way to produce a non-single menu value in shader nodes. This will become possible if other Switch nodes are added though. Pull Request: https://projects.blender.org/blender/blender/pulls/146896
490 lines
16 KiB
Python
490 lines
16 KiB
Python
# SPDX-FileCopyrightText: 2022-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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from bl_ui import node_add_menu
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from bpy.app.translations import (
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contexts as i18n_contexts,
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)
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# only show input/output nodes when editing line style node trees
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def line_style_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'LINESTYLE')
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# only show nodes working in world node trees
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def world_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'WORLD')
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# only show nodes working in object node trees
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def object_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'OBJECT')
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def cycles_shader_nodes_poll(context):
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return context.engine == 'CYCLES'
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def eevee_shader_nodes_poll(context):
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return context.engine == 'BLENDER_EEVEE'
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def object_not_eevee_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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not eevee_shader_nodes_poll(context))
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def object_eevee_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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eevee_shader_nodes_poll(context))
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class NODE_MT_shader_node_input_base(node_add_menu.NodeMenu):
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bl_label = "Input"
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def draw(self, context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeAmbientOcclusion")
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self.node_operator(layout, "ShaderNodeAttribute")
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self.node_operator(layout, "ShaderNodeBevel")
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeCameraData",
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["View Vector", "View Z Depth", "View Distance"],
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)
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self.node_operator(layout, "ShaderNodeVertexColor")
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeHairInfo",
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["Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"],
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)
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self.node_operator(layout, "ShaderNodeFresnel")
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self.node_operator_with_outputs(
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context,
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layout,
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"ShaderNodeNewGeometry",
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[
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"Position",
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"Normal",
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"Tangent",
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"True Normal",
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"Incoming",
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"Parametric",
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"Backfacing",
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"Pointiness",
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"Random Per Island",
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],
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)
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self.node_operator(layout, "ShaderNodeLayerWeight")
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self.node_operator_with_outputs(
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context,
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layout,
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"ShaderNodeLightPath",
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[
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"Is Camera Ray",
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"Is Shadow Ray",
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"Is Diffuse Ray",
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"Is Glossy Ray",
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"Is Singular Ray",
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"Is Reflection Ray",
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"Is Transmission Ray",
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"Is Volume Scatter Ray",
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"Ray Length",
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"Ray Depth",
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"Diffuse Depth",
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"Glossy Depth",
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"Transparent Depth",
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"Transmission Depth",
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"Portal Depth"
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],
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)
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeObjectInfo",
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["Location", "Color", "Alpha", "Object Index", "Material Index", "Random"],
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)
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeParticleInfo",
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["Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"],
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)
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self.node_operator_with_outputs(
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context, layout, "ShaderNodePointInfo",
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["Position", "Radius", "Random"],
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)
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self.node_operator(layout, "ShaderNodeRGB")
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self.node_operator(layout, "ShaderNodeTangent")
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeTexCoord",
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["Normal", "UV", "Object", "Camera", "Window", "Reflection"],
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)
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self.node_operator(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context))
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self.node_operator(layout, "ShaderNodeUVMap")
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self.node_operator(layout, "ShaderNodeValue")
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self.node_operator_with_outputs(
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context, layout, "ShaderNodeVolumeInfo",
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["Color", "Density", "Flame", "Temperature"],
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)
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self.node_operator(layout, "ShaderNodeWireframe")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_output_base(node_add_menu.NodeMenu):
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bl_label = "Output"
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def draw(self, context):
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layout = self.layout
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self.node_operator(
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layout,
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"ShaderNodeOutputAOV",
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)
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self.node_operator(
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layout,
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"ShaderNodeOutputLight",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeOutputLineStyle",
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poll=line_style_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeOutputMaterial",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeOutputWorld",
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poll=world_shader_nodes_poll(context),
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)
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_shader_base(node_add_menu.NodeMenu):
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bl_label = "Shader"
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def draw(self, context):
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layout = self.layout
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self.node_operator(
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layout,
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"ShaderNodeAddShader",
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)
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self.node_operator(
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layout,
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"ShaderNodeBackground",
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poll=world_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfDiffuse",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeEmission",
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfGlass",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfGlossy",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfHair",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeHoldout",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfMetallic",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeMixShader",
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfPrincipled",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfHairPrincipled",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeVolumePrincipled"
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfRayPortal",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfRefraction",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfSheen",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeEeveeSpecular",
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poll=object_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeSubsurfaceScattering",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfToon",
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poll=object_not_eevee_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfTranslucent",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeBsdfTransparent",
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poll=object_shader_nodes_poll(context),
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)
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self.node_operator(
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layout,
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"ShaderNodeVolumeAbsorption",
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)
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self.node_operator(
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layout,
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"ShaderNodeVolumeScatter",
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)
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self.node_operator(
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layout,
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"ShaderNodeVolumeCoefficients",
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)
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_color_base(node_add_menu.NodeMenu):
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bl_label = "Color"
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def draw(self, context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeBrightContrast")
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self.node_operator(layout, "ShaderNodeGamma")
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self.node_operator(layout, "ShaderNodeHueSaturation")
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self.node_operator(layout, "ShaderNodeInvert")
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self.node_operator(layout, "ShaderNodeLightFalloff")
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self.color_mix_node(context, layout)
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self.node_operator(layout, "ShaderNodeRGBCurve")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_converter_base(node_add_menu.NodeMenu):
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bl_label = "Converter"
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def draw(self, context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeBlackbody")
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self.node_operator(layout, "ShaderNodeClamp")
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self.node_operator(layout, "ShaderNodeValToRGB")
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self.node_operator(layout, "ShaderNodeCombineColor")
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self.node_operator(layout, "ShaderNodeCombineXYZ")
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self.node_operator(layout, "ShaderNodeFloatCurve")
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self.node_operator(layout, "ShaderNodeMapRange")
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self.node_operator_with_searchable_enum(context, layout, "ShaderNodeMath", "operation")
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self.node_operator(layout, "ShaderNodeMix")
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self.node_operator(layout, "ShaderNodeRGBToBW")
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self.node_operator(layout, "ShaderNodeSeparateColor")
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self.node_operator(layout, "ShaderNodeSeparateXYZ")
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self.node_operator(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context))
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self.node_operator_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation")
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self.node_operator(layout, "ShaderNodeWavelength")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_texture_base(node_add_menu.NodeMenu):
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bl_label = "Texture"
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def draw(self, _context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeTexBrick")
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self.node_operator(layout, "ShaderNodeTexChecker")
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self.node_operator(layout, "ShaderNodeTexEnvironment")
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self.node_operator(layout, "ShaderNodeTexGabor")
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self.node_operator(layout, "ShaderNodeTexGradient")
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self.node_operator(layout, "ShaderNodeTexIES")
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self.node_operator(layout, "ShaderNodeTexImage")
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self.node_operator(layout, "ShaderNodeTexMagic")
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self.node_operator(layout, "ShaderNodeTexNoise")
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self.node_operator(layout, "ShaderNodeTexSky")
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self.node_operator(layout, "ShaderNodeTexVoronoi")
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self.node_operator(layout, "ShaderNodeTexWave")
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self.node_operator(layout, "ShaderNodeTexWhiteNoise")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_vector_base(node_add_menu.NodeMenu):
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bl_label = "Vector"
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def draw(self, _context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeBump")
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self.node_operator(layout, "ShaderNodeDisplacement")
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self.node_operator(layout, "ShaderNodeMapping")
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props = self.node_operator(layout, "ShaderNodeMix", label="Mix Vector")
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ops = props.settings.add()
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ops.name = "data_type"
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ops.value = "'VECTOR'"
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self.node_operator(layout, "ShaderNodeNormal")
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self.node_operator(layout, "ShaderNodeNormalMap")
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self.node_operator(layout, "ShaderNodeRadialTiling")
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self.node_operator(layout, "ShaderNodeVectorCurve")
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self.node_operator(layout, "ShaderNodeVectorDisplacement")
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self.node_operator(layout, "ShaderNodeVectorRotate")
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self.node_operator(layout, "ShaderNodeVectorTransform")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_script_base(node_add_menu.NodeMenu):
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bl_label = "Script"
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def draw(self, _context):
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layout = self.layout
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self.node_operator(layout, "ShaderNodeScript")
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self.draw_assets_for_catalog(layout, self.bl_label)
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class NODE_MT_shader_node_utilities_base(node_add_menu.NodeMenu):
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bl_label = "Utilities"
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def draw(self, context):
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layout = self.layout
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self.repeat_zone(layout, label="Repeat")
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layout.separator()
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self.closure_zone(layout, label="Closure")
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self.node_operator(layout, "NodeEvaluateClosure")
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self.node_operator(layout, "NodeCombineBundle")
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self.node_operator(layout, "NodeSeparateBundle")
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layout.separator()
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self.node_operator(layout, "GeometryNodeMenuSwitch")
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class NODE_MT_shader_node_all_base(node_add_menu.NodeMenu):
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bl_label = ""
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menu_path = "Root"
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bl_translation_context = i18n_contexts.operator_default
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# NOTE: Menus are looked up via their label, this is so that both the Add
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# & Swap menus can share the same layout while each using their
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# corresponding menus
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def draw(self, context):
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del context
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layout = self.layout
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self.draw_menu(layout, "Input")
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self.draw_menu(layout, "Output")
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layout.separator()
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self.draw_menu(layout, "Color")
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self.draw_menu(layout, "Converter")
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self.draw_menu(layout, "Shader")
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self.draw_menu(layout, "Texture")
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self.draw_menu(layout, "Vector")
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self.draw_menu(layout, "Utilities")
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layout.separator()
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self.draw_menu(layout, "Script")
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layout.separator()
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self.draw_menu(layout, "Group")
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self.draw_menu(layout, "Layout")
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self.draw_root_assets(layout)
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add_menus = {
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# menu bl_idname: baseclass
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"NODE_MT_category_shader_input": NODE_MT_shader_node_input_base,
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"NODE_MT_category_shader_output": NODE_MT_shader_node_output_base,
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"NODE_MT_category_shader_color": NODE_MT_shader_node_color_base,
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"NODE_MT_category_shader_converter": NODE_MT_shader_node_converter_base,
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"NODE_MT_category_shader_shader": NODE_MT_shader_node_shader_base,
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"NODE_MT_category_shader_texture": NODE_MT_shader_node_texture_base,
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"NODE_MT_category_shader_vector": NODE_MT_shader_node_vector_base,
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"NODE_MT_category_shader_script": NODE_MT_shader_node_script_base,
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"NODE_MT_category_shader_utilities": NODE_MT_shader_node_utilities_base,
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"NODE_MT_shader_node_add_all": NODE_MT_shader_node_all_base,
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}
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add_menus = node_add_menu.generate_menus(
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add_menus,
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template=node_add_menu.AddNodeMenu,
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base_dict=node_add_menu.add_base_pathing_dict
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)
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swap_menus = {
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# menu bl_idname: baseclass
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"NODE_MT_shader_node_input_swap": NODE_MT_shader_node_input_base,
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"NODE_MT_shader_node_output_swap": NODE_MT_shader_node_output_base,
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"NODE_MT_shader_node_color_swap": NODE_MT_shader_node_color_base,
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"NODE_MT_shader_node_converter_swap": NODE_MT_shader_node_converter_base,
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"NODE_MT_shader_node_shader_swap": NODE_MT_shader_node_shader_base,
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"NODE_MT_shader_node_texture_swap": NODE_MT_shader_node_texture_base,
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"NODE_MT_shader_node_vector_swap": NODE_MT_shader_node_vector_base,
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"NODE_MT_shader_node_script_swap": NODE_MT_shader_node_script_base,
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"NODE_MT_shader_node_utilities_swap": NODE_MT_shader_node_utilities_base,
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"NODE_MT_shader_node_swap_all": NODE_MT_shader_node_all_base,
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}
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swap_menus = node_add_menu.generate_menus(
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swap_menus,
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template=node_add_menu.SwapNodeMenu,
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base_dict=node_add_menu.swap_base_pathing_dict
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)
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classes = (
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*add_menus,
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*swap_menus,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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