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.
   */
  
  /** \file
   * \ingroup shdnodes
   */
  
  #include "node_shader_util.h"
  
  /* **************** BUMP ******************** */
  static bNodeSocketTemplate sh_node_bump_in[] = {
      {SOCK_FLOAT, 1, N_("Strength"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
      {SOCK_FLOAT, 1, N_("Distance"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
      {SOCK_FLOAT,
       1,
       N_("Height"),
       1.0f,
       1.0f,
       1.0f,
       1.0f,
       -1000.0f,
       1000.0f,
       PROP_NONE,
       SOCK_HIDE_VALUE},
      {SOCK_VECTOR,
       1,
       N_("Normal"),
       0.0f,
       0.0f,
       0.0f,
       1.0f,
       -1.0f,
       1.0f,
       PROP_NONE,
       SOCK_HIDE_VALUE},
      {-1, 0, ""}};
  
  static bNodeSocketTemplate sh_node_bump_out[] = {{SOCK_VECTOR, 0, "Normal"}, {-1, 0, ""}};
  
  static int gpu_shader_bump(GPUMaterial *mat,
                             bNode *node,
                             bNodeExecData *UNUSED(execdata),
                             GPUNodeStack *in,
                             GPUNodeStack *out)
  {
    if (!in[3].link) {
      GPU_link(mat, "world_normals_get", &in[3].link);
    }
  
    float invert = (node->custom1) ? -1.0 : 1.0;
  
    return GPU_stack_link(
        mat, node, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_constant(&invert));
  }
  
  /* node type definition */
  void register_node_type_sh_bump(void)
  {
    static bNodeType ntype;
  
    sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR, 0);
    node_type_socket_templates(&ntype, sh_node_bump_in, sh_node_bump_out);
    node_type_storage(&ntype, "", NULL, NULL);
    node_type_gpu(&ntype, gpu_shader_bump);
  
    nodeRegisterType(&ntype);
  }
  