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    # SPDX-License-Identifier: GPL-2.0-or-later
    
    """"Nodes based User interface for shaders exported to POV textures."""
    import bpy
    
    from bpy.utils import register_class, unregister_class
    from bpy.types import Node, CompositorNodeTree, TextureNodeTree
    from bpy.props import (
        StringProperty,
        BoolProperty,
        IntProperty,
        FloatProperty,
        EnumProperty,
    )
    from . import nodes_properties
    
    
    # -------- Output
    class PovrayOutputNode(Node, nodes_properties.ObjectNodeTree):
        """Output"""
    
        bl_idname = "PovrayOutputNode"
        bl_label = "Output"
        bl_icon = "SHADING_TEXTURE"
    
        def init(self, context):
    
            self.inputs.new("PovraySocketTexture", "Texture")
    
        def draw_buttons(self, context, layout):
    
            ob = context.object
            layout.prop(ob.pov, "object_ior", slider=True)
    
        def draw_buttons_ext(self, context, layout):
    
            ob = context.object
            layout.prop(ob.pov, "object_ior", slider=True)
    
        def draw_label(self):
            return "Output"
    
    
    # -------- Material
    class PovrayTextureNode(Node, nodes_properties.ObjectNodeTree):
        """Texture"""
    
        bl_idname = "PovrayTextureNode"
        bl_label = "Simple texture"
        bl_icon = "SHADING_TEXTURE"
    
        def init(self, context):
    
            color = self.inputs.new("PovraySocketColor", "Pigment")
            color.default_value = (1, 1, 1)
            normal = self.inputs.new("NodeSocketFloat", "Normal")
            normal.hide_value = True
            finish = self.inputs.new("NodeSocketVector", "Finish")
            finish.hide_value = True
    
            self.outputs.new("PovraySocketTexture", "Texture")
    
        def draw_label(self):
            return "Simple texture"
    
    
    class PovrayFinishNode(Node, nodes_properties.ObjectNodeTree):
        """Finish"""
    
        bl_idname = "PovrayFinishNode"
        bl_label = "Finish"
        bl_icon = "SHADING_TEXTURE"
    
        def init(self, context):
    
            self.inputs.new("PovraySocketFloat_0_1", "Emission")
            ambient = self.inputs.new("NodeSocketVector", "Ambient")
            ambient.hide_value = True
            diffuse = self.inputs.new("NodeSocketVector", "Diffuse")
            diffuse.hide_value = True
            specular = self.inputs.new("NodeSocketVector", "Highlight")
            specular.hide_value = True
            mirror = self.inputs.new("NodeSocketVector", "Mirror")
            mirror.hide_value = True
            iridescence = self.inputs.new("NodeSocketVector", "Iridescence")
            iridescence.hide_value = True
            subsurface = self.inputs.new("NodeSocketVector", "Translucency")
            subsurface.hide_value = True
            self.outputs.new("NodeSocketVector", "Finish")
    
        def draw_label(self):
            return "Finish"
    
    
    class PovrayDiffuseNode(Node, nodes_properties.ObjectNodeTree):
        """Diffuse"""
    
        bl_idname = "PovrayDiffuseNode"
        bl_label = "Diffuse"
        bl_icon = "MATSPHERE"
    
        def init(self, context):
    
            intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
            intensity.default_value = 0.8
            albedo = self.inputs.new("NodeSocketBool", "Albedo")
            albedo.default_value = False
            brilliance = self.inputs.new("PovraySocketFloat_0_10", "Brilliance")
            brilliance.default_value = 1.8
            self.inputs.new("PovraySocketFloat_0_1", "Crand")
            self.outputs.new("NodeSocketVector", "Diffuse")
    
        def draw_label(self):
            return "Diffuse"
    
    
    class PovrayPhongNode(Node, nodes_properties.ObjectNodeTree):
        """Phong"""
    
        bl_idname = "PovrayPhongNode"
        bl_label = "Phong"
        bl_icon = "MESH_UVSPHERE"
    
        def init(self, context):
    
            albedo = self.inputs.new("NodeSocketBool", "Albedo")
            intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
            intensity.default_value = 0.8
            phong_size = self.inputs.new("PovraySocketInt_0_256", "Size")
            phong_size.default_value = 60
            metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
    
            self.outputs.new("NodeSocketVector", "Phong")
    
        def draw_label(self):
            return "Phong"
    
    
    class PovraySpecularNode(Node, nodes_properties.ObjectNodeTree):
        """Specular"""
    
        bl_idname = "PovraySpecularNode"
        bl_label = "Specular"
        bl_icon = "MESH_UVSPHERE"
    
        def init(self, context):
    
            albedo = self.inputs.new("NodeSocketBool", "Albedo")
            intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
            intensity.default_value = 0.8
            roughness = self.inputs.new("PovraySocketFloat_0_1", "Roughness")
            roughness.default_value = 0.02
            metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
    
            self.outputs.new("NodeSocketVector", "Specular")
    
        def draw_label(self):
            return "Specular"
    
    
    class PovrayMirrorNode(Node, nodes_properties.ObjectNodeTree):
        """Mirror"""
    
        bl_idname = "PovrayMirrorNode"
        bl_label = "Mirror"
        bl_icon = "SHADING_TEXTURE"
    
        def init(self, context):
    
            color = self.inputs.new("PovraySocketColor", "Color")
            color.default_value = (1, 1, 1)
            metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
            metallic.default_value = 1.0
            exponent = self.inputs.new("PovraySocketFloat_0_1", "Exponent")
            exponent.default_value = 1.0
            self.inputs.new("PovraySocketFloat_0_1", "Falloff")
            self.inputs.new("NodeSocketBool", "Fresnel")
            self.inputs.new("NodeSocketBool", "Conserve energy")
            self.outputs.new("NodeSocketVector", "Mirror")
    
        def draw_label(self):
            return "Mirror"
    
    
    class PovrayAmbientNode(Node, nodes_properties.ObjectNodeTree):
        """Ambient"""
    
        bl_idname = "PovrayAmbientNode"
        bl_label = "Ambient"
        bl_icon = "SHADING_SOLID"
    
        def init(self, context):
    
            self.inputs.new("PovraySocketColor", "Ambient")
    
            self.outputs.new("NodeSocketVector", "Ambient")
    
        def draw_label(self):
            return "Ambient"
    
    
    class PovrayIridescenceNode(Node, nodes_properties.ObjectNodeTree):
        """Iridescence"""
    
        bl_idname = "PovrayIridescenceNode"
        bl_label = "Iridescence"
        bl_icon = "MESH_UVSPHERE"
    
        def init(self, context):
    
            amount = self.inputs.new("NodeSocketFloat", "Amount")
            amount.default_value = 0.25
            thickness = self.inputs.new("NodeSocketFloat", "Thickness")
            thickness.default_value = 1
            self.inputs.new("NodeSocketFloat", "Turbulence")
    
            self.outputs.new("NodeSocketVector", "Iridescence")
    
        def draw_label(self):
            return "Iridescence"
    
    
    class PovraySubsurfaceNode(Node, nodes_properties.ObjectNodeTree):
        """Subsurface"""
    
        bl_idname = "PovraySubsurfaceNode"
        bl_label = "Subsurface"
        bl_icon = "MESH_UVSPHERE"
    
        def init(self, context):
    
            translucency = self.inputs.new("NodeSocketColor", "Translucency")
            translucency.default_value = (0, 0, 0, 1)
            energy = self.inputs.new("PovraySocketInt_0_256", "Energy")
            energy.default_value = 20
            self.outputs.new("NodeSocketVector", "Translucency")
    
        def draw_buttons(self, context, layout):
            scene = context.scene
            layout.prop(scene.pov, "sslt_enable", text="SSLT")
    
        def draw_buttons_ext(self, context, layout):
            scene = context.scene
            layout.prop(scene.pov, "sslt_enable", text="SSLT")
    
        def draw_label(self):
            return "Subsurface"
    
    
    # ---------------------------------------------------------------- #
    
    
    class PovrayMappingNode(Node, nodes_properties.ObjectNodeTree):
        """Mapping"""
    
        bl_idname = "PovrayMappingNode"
        bl_label = "Mapping"
        bl_icon = "NODE_TEXTURE"
    
        warp_type: EnumProperty(
            name="Warp Types",
            description="Select the type of warp",
            items=(
                ("cubic", "Cubic", ""),
                ("cylindrical", "Cylindrical", ""),
                ("planar", "Planar", ""),
                ("spherical", "Spherical", ""),
                ("toroidal", "Toroidal", ""),
                ("uv_mapping", "UV", ""),
                ("NONE", "None", "No indentation"),
            ),
            default="NONE",
        )
    
        warp_orientation: EnumProperty(
            name="Warp Orientation",
            description="Select the orientation of warp",
            items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
            default="y",
        )
    
        warp_dist_exp: FloatProperty(
            name="Distance exponent", description="Distance exponent", min=0.0, max=100.0, default=1.0
        )
    
        warp_tor_major_radius: FloatProperty(
            name="Major radius",
            description="Torus is distance from major radius",
            min=0.0,
            max=5.0,
            default=1.0,
        )
    
        def init(self, context):
            self.outputs.new("NodeSocketVector", "Mapping")
    
        def draw_buttons(self, context, layout):
    
            column = layout.column()
            column.prop(self, "warp_type", text="Warp type")
            if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
                column.prop(self, "warp_orientation", text="Orientation")
                column.prop(self, "warp_dist_exp", text="Exponent")
            if self.warp_type == "toroidal":
                column.prop(self, "warp_tor_major_radius", text="Major R")
    
        def draw_buttons_ext(self, context, layout):
    
            column = layout.column()
            column.prop(self, "warp_type", text="Warp type")
            if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
                column.prop(self, "warp_orientation", text="Orientation")
                column.prop(self, "warp_dist_exp", text="Exponent")
            if self.warp_type == "toroidal":
                column.prop(self, "warp_tor_major_radius", text="Major R")
    
        def draw_label(self):
            return "Mapping"
    
    
    class PovrayMultiplyNode(Node, nodes_properties.ObjectNodeTree):
        """Multiply"""
    
        bl_idname = "PovrayMultiplyNode"
        bl_label = "Multiply"
        bl_icon = "SHADING_SOLID"
    
        amount_x: FloatProperty(
            name="X", description="Number of repeats", min=1.0, max=10000.0, default=1.0
        )
    
        amount_y: FloatProperty(
            name="Y", description="Number of repeats", min=1.0, max=10000.0, default=1.0
        )
    
        amount_z: FloatProperty(
            name="Z", description="Number of repeats", min=1.0, max=10000.0, default=1.0
        )
    
        def init(self, context):
            self.outputs.new("NodeSocketVector", "Amount")
    
        def draw_buttons(self, context, layout):
    
            column = layout.column()
            column.label(text="Amount")
            row = column.row(align=True)
            row.prop(self, "amount_x")
            row.prop(self, "amount_y")
            row.prop(self, "amount_z")
    
        def draw_buttons_ext(self, context, layout):
    
            column = layout.column()
            column.label(text="Amount")
            row = column.row(align=True)
            row.prop(self, "amount_x")
            row.prop(self, "amount_y")
            row.prop(self, "amount_z")
    
        def draw_label(self):
            return "Multiply"
    
    
    class PovrayTransformNode(Node, nodes_properties.ObjectNodeTree):
        """Transform"""
    
        bl_idname = "PovrayTransformNode"
        bl_label = "Transform"
        bl_icon = "NODE_TEXTURE"
    
        def init(self, context):
    
            self.inputs.new("PovraySocketFloatUnlimited", "Translate x")
            self.inputs.new("PovraySocketFloatUnlimited", "Translate y")
            self.inputs.new("PovraySocketFloatUnlimited", "Translate z")
            self.inputs.new("PovraySocketFloatUnlimited", "Rotate x")
            self.inputs.new("PovraySocketFloatUnlimited", "Rotate y")
            self.inputs.new("PovraySocketFloatUnlimited", "Rotate z")
            sX = self.inputs.new("PovraySocketFloatUnlimited", "Scale x")
            sX.default_value = 1.0
            sY = self.inputs.new("PovraySocketFloatUnlimited", "Scale y")
            sY.default_value = 1.0
            sZ = self.inputs.new("PovraySocketFloatUnlimited", "Scale z")
            sZ.default_value = 1.0
    
            self.outputs.new("NodeSocketVector", "Transform")
    
        def draw_label(self):
            return "Transform"
    
    
    class PovrayValueNode(Node, nodes_properties.ObjectNodeTree):
        """Value"""
    
        bl_idname = "PovrayValueNode"
        bl_label = "Value"
        bl_icon = "SHADING_SOLID"
    
        def init(self, context):
    
            self.outputs.new("PovraySocketUniversal", "Value")
    
        def draw_label(self):
            return "Value"
    
    
    class PovrayModifierNode(Node, nodes_properties.ObjectNodeTree):
        """Modifier"""
    
        bl_idname = "PovrayModifierNode"
        bl_label = "Modifier"
        bl_icon = "NODE_TEXTURE"
    
        def init(self, context):
    
            turb_x = self.inputs.new("PovraySocketFloat_0_10", "Turb X")
            turb_x.default_value = 0.1
            turb_y = self.inputs.new("PovraySocketFloat_0_10", "Turb Y")
            turb_y.default_value = 0.1
            turb_z = self.inputs.new("PovraySocketFloat_0_10", "Turb Z")
            turb_z.default_value = 0.1
            octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
            octaves.default_value = 1
            lambat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
            lambat.default_value = 2.0
            omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
            omega.default_value = 0.5
            freq = self.inputs.new("PovraySocketFloat_0_10", "Frequency")
            freq.default_value = 2.0
            self.inputs.new("PovraySocketFloat_0_10", "Phase")
    
            self.outputs.new("NodeSocketVector", "Modifier")
    
        def draw_label(self):
            return "Modifier"
    
    
    class PovrayPigmentNode(Node, nodes_properties.ObjectNodeTree):
        """Pigment"""
    
        bl_idname = "PovrayPigmentNode"
        bl_label = "Color"
        bl_icon = "SHADING_SOLID"
    
        def init(self, context):
    
            color = self.inputs.new("PovraySocketColor", "Color")
            color.default_value = (1, 1, 1)
            pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
            transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
            self.outputs.new("NodeSocketColor", "Pigment")
    
        def draw_label(self):
            return "Color"
    
    
    class PovrayColorImageNode(Node, nodes_properties.ObjectNodeTree):
        """ColorImage"""
    
        bl_idname = "PovrayColorImageNode"
        bl_label = "Image map"
    
        map_type: bpy.props.EnumProperty(
            name="Map type",
            description="",
            items=(
                ("uv_mapping", "UV", ""),
                ("0", "Planar", "Default planar mapping"),
                ("1", "Spherical", "Spherical mapping"),
                ("2", "Cylindrical", "Cylindrical mapping"),
    
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                ("5", "Toroidal", "Torus or donut shaped mapping"),
    
            ),
            default="0",
        )
        image: StringProperty(maxlen=1024)  # , subtype="FILE_PATH"
        interpolate: EnumProperty(
            name="Interpolate",
            description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
            items=(
                ("2", "Bilinear", "Gives bilinear interpolation"),
                ("4", "Normalized", "Gives normalized distance"),
            ),
            default="2",
        )
        premultiplied: BoolProperty(default=False)
        once: BoolProperty(description="Not to repeat", default=False)
    
        def init(self, context):
    
            gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
            gamma.default_value = 2.0
            transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
            pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
            mapping = self.inputs.new("NodeSocketVector", "Mapping")
            mapping.hide_value = True
            transform = self.inputs.new("NodeSocketVector", "Transform")
            transform.hide_value = True
            modifier = self.inputs.new("NodeSocketVector", "Modifier")
            modifier.hide_value = True
    
            self.outputs.new("NodeSocketColor", "Pigment")
    
        def draw_buttons(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            row = column.row()
            row.prop(self, "premultiplied", text="Premul")
            row.prop(self, "once", text="Once")
    
        def draw_buttons_ext(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            row = column.row()
            row.prop(self, "premultiplied", text="Premul")
            row.prop(self, "once", text="Once")
    
        def draw_label(self):
            return "Image map"
    
    
    class PovrayBumpMapNode(Node, nodes_properties.ObjectNodeTree):
        """BumpMap"""
    
        bl_idname = "PovrayBumpMapNode"
        bl_label = "Bump map"
        bl_icon = "TEXTURE"
    
        map_type: bpy.props.EnumProperty(
            name="Map type",
            description="",
            items=(
                ("uv_mapping", "UV", ""),
                ("0", "Planar", "Default planar mapping"),
                ("1", "Spherical", "Spherical mapping"),
                ("2", "Cylindrical", "Cylindrical mapping"),
    
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                ("5", "Toroidal", "Torus or donut shaped mapping"),
    
            ),
            default="0",
        )
        image: StringProperty(maxlen=1024)  # , subtype="FILE_PATH"
        interpolate: EnumProperty(
            name="Interpolate",
            description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
            items=(
                ("2", "Bilinear", "Gives bilinear interpolation"),
                ("4", "Normalized", "Gives normalized distance"),
            ),
            default="2",
        )
        once: BoolProperty(description="Not to repeat", default=False)
    
        def init(self, context):
    
            self.inputs.new("PovraySocketFloat_0_10", "Normal")
            mapping = self.inputs.new("NodeSocketVector", "Mapping")
            mapping.hide_value = True
            transform = self.inputs.new("NodeSocketVector", "Transform")
            transform.hide_value = True
            modifier = self.inputs.new("NodeSocketVector", "Modifier")
            modifier.hide_value = True
    
            normal = self.outputs.new("NodeSocketFloat", "Normal")
            normal.hide_value = True
    
        def draw_buttons(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            column.prop(self, "once", text="Once")
    
        def draw_buttons_ext(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            column.prop(self, "once", text="Once")
    
        def draw_label(self):
            return "Bump Map"
    
    
    class PovrayImagePatternNode(Node, nodes_properties.ObjectNodeTree):
        """ImagePattern"""
    
        bl_idname = "PovrayImagePatternNode"
        bl_label = "Image pattern"
        bl_icon = "NODE_TEXTURE"
    
        map_type: bpy.props.EnumProperty(
            name="Map type",
            description="",
            items=(
                ("uv_mapping", "UV", ""),
                ("0", "Planar", "Default planar mapping"),
                ("1", "Spherical", "Spherical mapping"),
                ("2", "Cylindrical", "Cylindrical mapping"),
    
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                ("5", "Toroidal", "Torus or donut shaped mapping"),
    
            ),
            default="0",
        )
        image: StringProperty(maxlen=1024)  # , subtype="FILE_PATH"
        interpolate: EnumProperty(
            name="Interpolate",
            description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
            items=(
                ("2", "Bilinear", "Gives bilinear interpolation"),
                ("4", "Normalized", "Gives normalized distance"),
            ),
            default="2",
        )
        premultiplied: BoolProperty(default=False)
        once: BoolProperty(description="Not to repeat", default=False)
        use_alpha: BoolProperty(default=True)
    
        def init(self, context):
    
            gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
            gamma.default_value = 2.0
    
            self.outputs.new("PovraySocketPattern", "Pattern")
    
        def draw_buttons(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            row = column.row()
            row.prop(self, "premultiplied", text="Premul")
            row.prop(self, "once", text="Once")
            column.prop(self, "use_alpha", text="Use alpha")
    
        def draw_buttons_ext(self, context, layout):
    
            column = layout.column()
            im = None
            for image in bpy.data.images:
                if image.name == self.image:
                    im = image
            split = column.split(factor=0.8, align=True)
            split.prop_search(self, "image", context.blend_data, "images", text="")
            split.operator("pov.imageopen", text="", icon="FILEBROWSER")
            if im is not None:
                column.prop(im, "source", text="")
            column.prop(self, "map_type", text="")
            column.prop(self, "interpolate", text="")
            row = column.row()
            row.prop(self, "premultiplied", text="Premul")
            row.prop(self, "once", text="Once")
    
        def draw_label(self):
            return "Image pattern"
    
    
    class ShaderPatternNode(Node, nodes_properties.ObjectNodeTree):
        """Pattern"""
    
        bl_idname = "ShaderPatternNode"
        bl_label = "Other patterns"
    
        pattern: EnumProperty(
            name="Pattern",
            description="Agate, Crackle, Gradient, Pavement, Spiral, Tiling",
            items=(
                ("agate", "Agate", ""),
                ("crackle", "Crackle", ""),
                ("gradient", "Gradient", ""),
                ("pavement", "Pavement", ""),
                ("spiral1", "Spiral 1", ""),
                ("spiral2", "Spiral 2", ""),
                ("tiling", "Tiling", ""),
            ),
            default="agate",
        )
    
        agate_turb: FloatProperty(
            name="Agate turb", description="Agate turbulence", min=0.0, max=100.0, default=0.5
        )
    
        crackle_form_x: FloatProperty(
            name="X", description="Form vector X", min=-150.0, max=150.0, default=-1
        )
    
        crackle_form_y: FloatProperty(
            name="Y", description="Form vector Y", min=-150.0, max=150.0, default=1
        )
    
        crackle_form_z: FloatProperty(
            name="Z", description="Form vector Z", min=-150.0, max=150.0, default=0
        )
    
        crackle_metric: FloatProperty(
            name="Metric", description="Crackle metric", min=0.0, max=150.0, default=1
        )
    
        crackle_solid: BoolProperty(name="Solid", description="Crackle solid", default=False)
    
        spiral_arms: FloatProperty(name="Number", description="", min=0.0, max=256.0, default=2.0)
    
        tiling_number: IntProperty(name="Number", description="", min=1, max=27, default=1)
    
        gradient_orient: EnumProperty(
            name="Orient",
            description="",
            items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
            default="x",
        )
    
        def init(self, context):
    
            pat = self.outputs.new("PovraySocketPattern", "Pattern")
    
        def draw_buttons(self, context, layout):
    
            layout.prop(self, "pattern", text="")
            if self.pattern == "agate":
                layout.prop(self, "agate_turb")
            if self.pattern == "crackle":
                layout.prop(self, "crackle_metric")
                layout.prop(self, "crackle_solid")
                layout.label(text="Form:")
                layout.prop(self, "crackle_form_x")
                layout.prop(self, "crackle_form_y")
                layout.prop(self, "crackle_form_z")
            if self.pattern in {"spiral1", "spiral2"}:
                layout.prop(self, "spiral_arms")
            if self.pattern in {"tiling"}:
                layout.prop(self, "tiling_number")
            if self.pattern in {"gradient"}:
                layout.prop(self, "gradient_orient")
    
        def draw_buttons_ext(self, context, layout):
            pass
    
        def draw_label(self):
            return "Other patterns"
    
    
    class ShaderTextureMapNode(Node, nodes_properties.ObjectNodeTree):
        """Texture Map"""
    
        bl_idname = "ShaderTextureMapNode"
        bl_label = "Texture map"
    
        brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
    
        brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
    
        brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
    
        brick_mortar: FloatProperty(
            name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
        )
    
        def init(self, context):
            mat = bpy.context.object.active_material
            self.inputs.new("PovraySocketPattern", "")
            color = self.inputs.new("NodeSocketColor", "Color ramp")
            color.hide_value = True
            for i in range(4):
                transform = self.inputs.new("PovraySocketTransform", "Transform")
                transform.hide_value = True
            number = mat.pov.inputs_number
            for i in range(number):
                self.inputs.new("PovraySocketTexture", "%s" % i)
    
            self.outputs.new("PovraySocketTexture", "Texture")
    
        def draw_buttons(self, context, layout):
    
            if self.inputs[0].default_value == "brick":
                layout.prop(self, "brick_mortar")
                layout.label(text="Brick size:")
                layout.prop(self, "brick_size_x")
                layout.prop(self, "brick_size_y")
                layout.prop(self, "brick_size_z")
    
        def draw_buttons_ext(self, context, layout):
    
            if self.inputs[0].default_value == "brick":
                layout.prop(self, "brick_mortar")
                layout.label(text="Brick size:")
                layout.prop(self, "brick_size_x")
                layout.prop(self, "brick_size_y")
                layout.prop(self, "brick_size_z")
    
        def draw_label(self):
            return "Texture map"
    
    
    class ShaderNormalMapNode(Node, nodes_properties.ObjectNodeTree):
        """Normal Map"""
    
        bl_idname = "ShaderNormalMapNode"
        bl_label = "Normal map"
    
        brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
    
        brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
    
        brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
    
        brick_mortar: FloatProperty(
            name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
        )
    
        def init(self, context):
            self.inputs.new("PovraySocketPattern", "")
            normal = self.inputs.new("PovraySocketFloat_10", "Normal")
            slope = self.inputs.new("PovraySocketMap", "Slope map")
            for i in range(4):
                transform = self.inputs.new("PovraySocketTransform", "Transform")
                transform.hide_value = True
            self.outputs.new("PovraySocketNormal", "Normal")
    
        def draw_buttons(self, context, layout):
            # for i, inp in enumerate(self.inputs):
    
            if self.inputs[0].default_value == "brick":
                layout.prop(self, "brick_mortar")
                layout.label(text="Brick size:")
                layout.prop(self, "brick_size_x")
                layout.prop(self, "brick_size_y")
                layout.prop(self, "brick_size_z")
    
        def draw_buttons_ext(self, context, layout):
    
            if self.inputs[0].default_value == "brick":
                layout.prop(self, "brick_mortar")
                layout.label(text="Brick size:")
                layout.prop(self, "brick_size_x")
                layout.prop(self, "brick_size_y")
                layout.prop(self, "brick_size_z")
    
        def draw_label(self):
            return "Normal map"
    
    
    class ShaderNormalMapEntryNode(Node, nodes_properties.ObjectNodeTree):
        """Normal Map Entry"""
    
        bl_idname = "ShaderNormalMapEntryNode"
        bl_label = "Normal map entry"
    
        def init(self, context):
            self.inputs.new("PovraySocketFloat_0_1", "Stop")
            self.inputs.new("PovraySocketFloat_0_1", "Gray")
    
        def draw_label(self):
            return "Normal map entry"
    
    
    class IsoPropsNode(Node, CompositorNodeTree):
        """ISO Props"""
    
        bl_idname = "IsoPropsNode"
        bl_label = "Iso"
        node_label: StringProperty(maxlen=1024)
    
        def init(self, context):
            ob = bpy.context.object
            self.node_label = ob.name
            text_name = ob.pov.function_text
            if text_name:
                text = bpy.data.texts[text_name]
                for line in text.lines:
                    split = line.body.split()
                    if split[0] == "#declare":
                        socket = self.inputs.new("NodeSocketFloat", "%s" % split[1])
                        value = split[3].split(";")
                        value = value[0]
                        socket.default_value = float(value)
    
        def draw_label(self):
            return self.node_label
    
    
    class PovrayFogNode(Node, CompositorNodeTree):
        """Fog settings"""
    
        bl_idname = "PovrayFogNode"
        bl_label = "Fog"
    
        def init(self, context):
            color = self.inputs.new("NodeSocketColor", "Color")
            color.default_value = (0.7, 0.7, 0.7, 0.25)
            self.inputs.new("PovraySocketFloat_0_1", "Filter")
            distance = self.inputs.new("NodeSocketInt", "Distance")
            distance.default_value = 150
            self.inputs.new("NodeSocketBool", "Ground")
            fog_offset = self.inputs.new("NodeSocketFloat", "Offset")
            fog_alt = self.inputs.new("NodeSocketFloat", "Altitude")
            turb = self.inputs.new("NodeSocketVector", "Turbulence")
            turb_depth = self.inputs.new("PovraySocketFloat_0_10", "Depth")
            turb_depth.default_value = 0.5
            octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
            octaves.default_value = 5
            lambdat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
            lambdat.default_value = 1.25
            omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
            omega.default_value = 0.35
            translate = self.inputs.new("NodeSocketVector", "Translate")
            rotate = self.inputs.new("NodeSocketVector", "Rotate")
            scale = self.inputs.new("NodeSocketVector", "Scale")
            scale.default_value = (1, 1, 1)
    
        def draw_label(self):
            return "Fog"
    
    
    class PovraySlopeNode(Node, TextureNodeTree):
        """Output"""
    
        bl_idname = "PovraySlopeNode"
        bl_label = "Slope Map"
    
        def init(self, context):
            self.use_custom_color = True
            self.color = (0, 0.2, 0)
            slope = self.inputs.new("PovraySocketSlope", "0")
            slope = self.inputs.new("PovraySocketSlope", "1")
            slopemap = self.outputs.new("PovraySocketMap", "Slope map")
            slopemap.hide_value = True
    
        def draw_buttons(self, context, layout):
    
            layout.operator("pov.nodeinputadd")
            row = layout.row()
            row.label(text="Value")
            row.label(text="Height")
            row.label(text="Slope")
    
        def draw_buttons_ext(self, context, layout):
    
            layout.operator("pov.nodeinputadd")
            row = layout.row()
            row.label(text="Value")
            row.label(text="Height")
            row.label(text="Slope")
    
        def draw_label(self):
            return "Slope Map"
    
    
    # -------- Texture nodes
    class TextureOutputNode(Node, TextureNodeTree):
        """Output"""
    
        bl_idname = "TextureOutputNode"
        bl_label = "Color Map"