forked from bartvdbraak/blender
Shader nodes / order:
* Have all "Info" nodes next to each other. * Moved "Material Output" to the top. * Have all light shaders (Emission, Background, AO) next to each other.
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@ -116,12 +116,12 @@ std_node_categories = [
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NodeItem("ShaderNodeNewGeometry"),
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NodeItem("ShaderNodeObjectInfo"),
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NodeItem("ShaderNodeHairInfo"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeCameraData"),
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]),
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ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputMaterial"),
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputWorld"),
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]),
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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@ -133,13 +133,13 @@ std_node_categories = [
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NodeItem("ShaderNodeBsdfRefraction"),
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NodeItem("ShaderNodeBsdfGlass"),
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NodeItem("ShaderNodeBsdfTranslucent"),
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NodeItem("ShaderNodeEmission"),
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NodeItem("ShaderNodeBsdfAnisotropic"),
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NodeItem("ShaderNodeBackground"),
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NodeItem("ShaderNodeBsdfVelvet"),
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NodeItem("ShaderNodeSubsurfaceScattering"),
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NodeItem("ShaderNodeHoldout"),
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NodeItem("ShaderNodeEmission"),
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NodeItem("ShaderNodeBackground"),
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NodeItem("ShaderNodeAmbientOcclusion"),
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NodeItem("ShaderNodeHoldout"),
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]),
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ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexImage"),
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@ -187,7 +187,7 @@ std_node_categories = [
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# Compositor Nodes
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CompositorNodeCategory("CMP_INPUT", "Input", items = [
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NodeItem("CompositorNodeRLayers"),
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NodeItem("CompositorNodeRLayers"),
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NodeItem("CompositorNodeImage"),
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NodeItem("CompositorNodeMovieClip"),
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NodeItem("CompositorNodeMask"),
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