text: /*
   * 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.
   */
  
  #include "../node_shader_util.h"
  
  /* **************** OUTPUT ******************** */
  
  static bNodeSocketTemplate sh_node_add_shader_in[] = {
      {SOCK_SHADER, 1, N_("Shader")},
      {SOCK_SHADER, 1, N_("Shader")},
      {-1, 0, ""},
  };
  
  static bNodeSocketTemplate sh_node_add_shader_out[] = {
      {SOCK_SHADER, 0, N_("Shader")},
      {-1, 0, ""},
  };
  
  static int node_shader_gpu_add_shader(GPUMaterial *mat,
                                        bNode *node,
                                        bNodeExecData *UNUSED(execdata),
                                        GPUNodeStack *in,
                                        GPUNodeStack *out)
  {
    return GPU_stack_link(mat, node, "node_add_shader", in, out);
  }
  
  /* node type definition */
  void register_node_type_sh_add_shader(void)
  {
    static bNodeType ntype;
  
    sh_node_type_base(&ntype, SH_NODE_ADD_SHADER, "Add Shader", NODE_CLASS_SHADER, 0);
    node_type_socket_templates(&ntype, sh_node_add_shader_in, sh_node_add_shader_out);
    node_type_init(&ntype, NULL);
    node_type_storage(&ntype, "", NULL, NULL);
    node_type_gpu(&ntype, node_shader_gpu_add_shader);
  
    nodeRegisterType(&ntype);
  }
  