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-rw-r--r--intern/cycles/kernel/shaders/node_bump.osl4
-rw-r--r--intern/cycles/render/graph.cpp2
-rw-r--r--intern/cycles/render/nodes.cpp4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.c5
4 files changed, 8 insertions, 7 deletions
diff --git a/intern/cycles/kernel/shaders/node_bump.osl b/intern/cycles/kernel/shaders/node_bump.osl
index 24db1b24458..27770beb776 100644
--- a/intern/cycles/kernel/shaders/node_bump.osl
+++ b/intern/cycles/kernel/shaders/node_bump.osl
@@ -27,7 +27,7 @@ surface node_bump(
float SampleCenter = 0.0,
float SampleX = 0.0,
float SampleY = 0.0,
- output normal Normal = N)
+ output normal NormalOut = N)
{
/* get surface tangents from normal */
vector dPdx = Dx(P);
@@ -44,6 +44,6 @@ surface node_bump(
float absdet = fabs(det);
/* compute and output perturbed normal */
- Normal = normalize(absdet * NormalIn - sign(det) * surfgrad);
+ NormalOut = normalize(absdet * NormalIn - sign(det) * surfgrad);
}
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 50fee15c231..b026f07ce56 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -668,7 +668,7 @@ void ShaderGraph::bump_from_displacement()
/* for displacement bump, clear the normal input in case the above loop
* connected the setnormal out to the bump normalin */
- ShaderInput *bump_normal_in = bump->input("NormalIn");
+ ShaderInput *bump_normal_in = bump->input("Normal");
if(bump_normal_in)
bump_normal_in->link = NULL;
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 983907a1194..d996b108437 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -3054,7 +3054,7 @@ BumpNode::BumpNode()
add_input("SampleCenter", SHADER_SOCKET_FLOAT);
add_input("SampleX", SHADER_SOCKET_FLOAT);
add_input("SampleY", SHADER_SOCKET_FLOAT);
- add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
+ add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
add_input("Strength", SHADER_SOCKET_FLOAT, 0.1f);
add_output("Normal", SHADER_SOCKET_NORMAL);
@@ -3065,7 +3065,7 @@ void BumpNode::compile(SVMCompiler& compiler)
ShaderInput *center_in = input("SampleCenter");
ShaderInput *dx_in = input("SampleX");
ShaderInput *dy_in = input("SampleY");
- ShaderInput *normal_in = input("NormalIn");
+ ShaderInput *normal_in = input("Normal");
ShaderInput *intensity_in = input("Strength");
ShaderOutput *normal_out = output("Normal");
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c
index ef57604e07a..63fd2137af1 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -36,8 +36,9 @@
/* **************** BUMP ******************** */
static bNodeSocketTemplate sh_node_bump_in[] = {
- { SOCK_FLOAT, 1, "Strength", 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
- { SOCK_FLOAT, 1, "Height", 1.0f, 1.0f, 1.0f, 1.0f, -1000.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_FLOAT, 1, N_("Strength"), 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
+ { 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, "" }
};