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/* SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup nodes
 */

/* intentionally no include guard */

/* Keep aligned args for readability. */
/* clang-format off */

/* Empty definitions for undefined macros to avoid warnings */
#ifndef DefNode
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#endif

/* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */

/*       Tree type       Node ID                  RNA def function        Enum name         Struct name       UI Name              UI Description */
DefNode(Node,           NODE_FRAME,              def_frame,              "FRAME",          Frame,            "Frame",             "Collect related nodes together in a common area.\nFrames are useful when a node setup becomes large and confusing yet the re-usability of a Node Group is not required")
DefNode(Node,           NODE_GROUP,              def_group,              "GROUP",          Group,            "Group",             "")
DefNode(Node,           NODE_GROUP_INPUT,        def_group_input,        "GROUP_INPUT",    GroupInput,       "Group Input",       "While inside a group, expose connected data as sockets in the node gruop interface")
DefNode(Node,           NODE_GROUP_OUTPUT,       def_group_output,       "GROUP_OUTPUT",   GroupOutput,      "Group Output",      "While inside a group, output connected data")
DefNode(Node,           NODE_REROUTE,            0,                      "REROUTE",        Reroute,          "Reroute",           "Used for organizing.\nReroute looks and behaves much like a socket on other nodes in that it supports one input connection while allowing multiple output connections")

DefNode(ShaderNode,     SH_NODE_RGB,             0,                      "RGB",            RGB,              "RGB",               "A color picker")
DefNode(ShaderNode,     SH_NODE_VALUE,           0,                      "VALUE",          Value,            "Value",             "A node to input numerical values to other nodes in the tree")
DefNode(ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            "MIX_RGB",        MixRGB,           "MixRGB",            "Mix colors by working on the individual and corresponding pixels of the two input colors")
DefNode(ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         "Map values to colors with the use of a gradient")
DefNode(ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         "Convert an RGB color image to a grayscale by the luminance")
DefNode(ShaderNode,     SH_NODE_SHADERTORGB,     0,                      "SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     "Convert rendering effect (such as light and shadow) to color.\nTypically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nFor example, a color ramp on the output of a diffuse BSDF can be used to create a flexible toon shader.\nNote: only supported for Eevee")
DefNode(ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            "Generate a normal vector and a dot product")
DefNode(ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             "Apply a gamma correction")
DefNode(ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   "Control the brightness and contrast of the input color")
DefNode(ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           "Transform the input vector by applying translation, rotation, and scaling")
DefNode(ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curves",     "Map an input vector component to a curve, Used to fine-tune the interpolation of the input")
DefNode(ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curves",        "Apply color corrections for each color channel")
DefNode(ShaderNode,     SH_NODE_CAMERA,          0,                      "CAMERA",         CameraData,       "Camera Data",       "Use to get information about the position of the object relative to the camera.\nFor Example: To change the shading of objects further away from the camera, or make custom fog effects")
DefNode(ShaderNode,     SH_NODE_MAP_RANGE,       def_map_range,          "MAP_RANGE",      MapRange,         "Map Range",         "Remap a value from a range to a target range")
DefNode(ShaderNode,     SH_NODE_CLAMP,           def_clamp,              "CLAMP",          Clamp,            "Clamp",             "Clamp a value between a minimum and a maximum")
DefNode(ShaderNode,     SH_NODE_MATH,            def_math,               "MATH",           Math,             "Math",              "Perform math operations")
DefNode(ShaderNode,     SH_NODE_VECTOR_MATH,     def_vector_math,        "VECT_MATH",      VectorMath,       "Vector Math",       "Perform vector math operation")
DefNode(ShaderNode,     SH_NODE_SQUEEZE,         0,                      "SQUEEZE",        Squeeze,          "Squeeze Value",     "")
DefNode(ShaderNode,     SH_NODE_INVERT,          0,                      "INVERT",         Invert,           "Invert",            "Inverts a color, producing a negative")
DefNode(ShaderNode,     SH_NODE_SEPRGB_LEGACY,   0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      "Split an image into its red, green and blue channels")
DefNode(ShaderNode,     SH_NODE_COMBRGB_LEGACY,  0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       "Combine an image from its red, green and blue channels")
DefNode(ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue Saturation Value","Apply a color transformation in the HSV Color Model")

DefNode(ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          "OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   "Output surface material information to a surface object")
DefNode(ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      "EEVEE_SPECULAR",     EeveeSpecular,    "Specular BSDF",     "Similar to the Principled BSDF node but uses the specular workflow instead of the metallic.\nThe specular workflow functions by specifying the facing (along normal) reflection color The result may not be physically plausible because there is no energy conservation")
DefNode(ShaderNode,     SH_NODE_OUTPUT_LIGHT,       def_sh_output,          "OUTPUT_LIGHT",       OutputLight,      "Light Output",      "Output light information to a light object")
DefNode(ShaderNode,     SH_NODE_OUTPUT_WORLD,       def_sh_output,          "OUTPUT_WORLD",       OutputWorld,      "World Output",      "Output light color information to the scene’s World")
DefNode(ShaderNode,     SH_NODE_OUTPUT_LINESTYLE,   def_sh_output_linestyle,"OUTPUT_LINESTYLE",   OutputLineStyle,  "Line Style Output", "")
DefNode(ShaderNode,     SH_NODE_FRESNEL,            0,                      "FRESNEL",            Fresnel,          "Fresnel",           "Produce a blending factor depending on the angle between the surface normal and the viewing direction using Fresnel equations.\nFaces facing the viewer result in darker values, and perpendicular faces produce lighter values.\nTypically used for mixing realistic reflections at grazing angles")
DefNode(ShaderNode,     SH_NODE_LAYER_WEIGHT,       0,                      "LAYER_WEIGHT",       LayerWeight,      "Layer Weight",      "Produce a blending factor depending on the angle between the surface normal and the viewing direction.\nDirectly facing the viewer results in darker values and perpendicular faces will be lighter.\nTypically used for layering shaders with the Mix Shader node")
DefNode(ShaderNode,     SH_NODE_MIX_SHADER,         0,                      "MIX_SHADER",         MixShader,        "Mix Shader",        "Mix two shaders together.\nTypically used for material layering")
DefNode(ShaderNode,     SH_NODE_ADD_SHADER,         0,                      "ADD_SHADER",         AddShader,        "Add Shader",        "Add two Shaders together")
DefNode(ShaderNode,     SH_NODE_ATTRIBUTE,          def_sh_attribute,       "ATTRIBUTE",          Attribute,        "Attribute",         "Retrieve attributes attached to an object or mesh")
DefNode(ShaderNode,     SH_NODE_AMBIENT_OCCLUSION,  def_sh_ambient_occlusion,"AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "Computes how much the hemisphere above the shading point is occluded.\nThis can be used for procedural texturing, for example, to add weathering effects to corners only.\nNote: For Cycle, This is an expensive shader and may slow down render significantly")
DefNode(ShaderNode,     SH_NODE_BACKGROUND,         0,                      "BACKGROUND",         Background,       "Background",        "Add background light emission.\nNote: This node should only be used for the world surface output")
DefNode(ShaderNode,     SH_NODE_HOLDOUT,            0,                      "HOLDOUT",            Holdout,          "Holdout",           "Create a “hole” in the image with zero alpha transparency, which is useful for compositing.\nNote: the holdout shader can only create alpha when: Properties ‣ Render ‣ Film ‣ Transparent is enabled")
DefNode(ShaderNode,     SH_NODE_BSDF_ANISOTROPIC,   def_anisotropic,        "BSDF_ANISOTROPIC",   BsdfAnisotropic,  "Anisotropic BSDF",  "Glossy reflection with separate control over U and V direction roughness")
DefNode(ShaderNode,     SH_NODE_BSDF_DIFFUSE,       0,                      "BSDF_DIFFUSE",       BsdfDiffuse,      "Diffuse BSDF",      "Lambertian and Oren-Nayar diffuse reflection")
DefNode(ShaderNode,     SH_NODE_BSDF_PRINCIPLED,    def_principled,         "BSDF_PRINCIPLED",    BsdfPrincipled,   "Principled BSDF",   "Physically-based, easy-to-use shader for rendering surface materials.\nIt is based on the Disney principled model also known as the “PBR” shader, making it compatible with other software.\nTextures painted or baked from other softwares may be directly linked to the corresponding parameters in this shader")
DefNode(ShaderNode,     SH_NODE_BSDF_GLOSSY,        def_glossy,             "BSDF_GLOSSY",        BsdfGlossy,       "Glossy BSDF",       "Reflection with microfacet distribution, used for materials such as metal or mirrors")
DefNode(ShaderNode,     SH_NODE_BSDF_GLASS,         def_glass,              "BSDF_GLASS",         BsdfGlass,        "Glass BSDF",        "Glass-like shader mixing refraction and reflection at grazing angles")
DefNode(ShaderNode,     SH_NODE_BSDF_REFRACTION,    def_refraction,         "BSDF_REFRACTION",    BsdfRefraction,   "Refraction BSDF",   "Glossy refraction with sharp or microfacet distribution,.\nTypically used for materials that transmit light")
DefNode(ShaderNode,     SH_NODE_BSDF_TRANSLUCENT,   0,                      "BSDF_TRANSLUCENT",   BsdfTranslucent,  "Translucent BSDF",  "Lambertian diffuse transmission")
DefNode(ShaderNode,     SH_NODE_BSDF_TRANSPARENT,   0,                      "BSDF_TRANSPARENT",   BsdfTransparent,  "Transparent BSDF",  "Transparency without refraction, passing straight through the surface as if there were no geometry there")
DefNode(ShaderNode,     SH_NODE_BSDF_VELVET,        0,                      "BSDF_VELVET",        BsdfVelvet,       "Velvet BSDF",       "Reflection for materials such as cloth.\nTypically used together with other shaders (such as a Diffuse Shader) and is not particularly useful on its own")
DefNode(ShaderNode,     SH_NODE_BSDF_TOON,          def_toon,               "BSDF_TOON",          BsdfToon,         "Toon BSDF",         "Diffuse and Glossy shaders with cartoon light effects")
DefNode(ShaderNode,     SH_NODE_BSDF_HAIR,          def_hair,               "BSDF_HAIR",          BsdfHair,         "Hair BSDF",         "Reflection and transmission shaders optimized for hair rendering")
DefNode(ShaderNode,     SH_NODE_BSDF_HAIR_PRINCIPLED,  def_hair_principled, "BSDF_HAIR_PRINCIPLED", BsdfHairPrincipled,  "Principled Hair BSDF", "Physically-based, easy-to-use shader for rendering hair and fur")
DefNode(ShaderNode,     SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface,   "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","Subsurface multiple scattering shader.\nRather than light being reflected directly off the surface, it will penetrate the surface and bounce around internally.\nTypically used for materials such as skin, wax, marble or milk")
DefNode(ShaderNode,     SH_NODE_VOLUME_ABSORPTION,  0,                      "VOLUME_ABSORPTION",  VolumeAbsorption, "Volume Absorption", "Absorb light as it passes through the volume")
DefNode(ShaderNode,     SH_NODE_VOLUME_SCATTER,     0,                      "VOLUME_SCATTER",     VolumeScatter,    "Volume Scatter",    "Scatter light as it passes through the volume.\nTypically usage would be to add fog to a scene")
DefNode(ShaderNode,     SH_NODE_VOLUME_PRINCIPLED,  0,                      "PRINCIPLED_VOLUME",  VolumePrincipled, "Principled Volume", "Combine all volume shading components into a single easy to use node")
DefNode(ShaderNode,     SH_NODE_EMISSION,           0,                      "EMISSION",           Emission,         "Emission",          "Lambertian emission shader")
DefNode(ShaderNode,     SH_NODE_NEW_GEOMETRY,       0,                      "NEW_GEOMETRY",       NewGeometry,      "Geometry",          "Geometric information about the current shading point")
DefNode(ShaderNode,     SH_NODE_LIGHT_PATH,         0,                      "LIGHT_PATH",         LightPath,        "Light Path",        "Find out for which kind of incoming ray the shader is being executed.\nTypically used for non-physically-based tricks, For example: an invisible object that still affects parts of the scene")
DefNode(ShaderNode,     SH_NODE_LIGHT_FALLOFF,      0,                      "LIGHT_FALLOFF",      LightFalloff,     "Light Falloff",     "Manipulate how light intensity decreases over distance.\nTypically used for non-physically-based effects, in reality, the light will always fall off quadratically")
DefNode(ShaderNode,     SH_NODE_OBJECT_INFO,        0,                      "OBJECT_INFO",        ObjectInfo,       "Object Info",       "Retrieve information about the object instance")
DefNode(ShaderNode,     SH_NODE_PARTICLE_INFO,      0,                      "PARTICLE_INFO",      ParticleInfo,     "Particle Info",     "Retrieve the data of the particle that spawned the object instance.\nIt can be useful to give some variation to a single material assigned to multiple instances of instancing object")
DefNode(ShaderNode,     SH_NODE_HAIR_INFO,          0,                      "HAIR_INFO",          HairInfo,         "Curves Info",       "Retrieve hair curve information")
DefNode(ShaderNode,     SH_NODE_POINT_INFO,         0,                      "POINT_INFO",         PointInfo,        "Point Info",        "Retrieve information about points in a point cloud")
DefNode(ShaderNode,     SH_NODE_VOLUME_INFO,        0,                      "VOLUME_INFO",        VolumeInfo,       "Volume Info",       "Read volume data attributes found from smoke domains and other volumes")
DefNode(ShaderNode,     SH_NODE_WIREFRAME,          def_sh_tex_wireframe,   "WIREFRAME",          Wireframe,        "Wireframe",         "Retrieve the edges of an object as it appears to Cycles.\nNote: as meshes are triangulated before being processed by Cycles, topology will always appear triangulated when viewed with the Wireframe node")
DefNode(ShaderNode,     SH_NODE_WAVELENGTH,         0,                      "WAVELENGTH",         Wavelength,       "Wavelength",        "Convert a wavelength value to an RGB value")
DefNode(ShaderNode,     SH_NODE_BLACKBODY,          0,                      "BLACKBODY",          Blackbody,        "Blackbody",         "Convert a blackbody temperature to an RGB value")
DefNode(ShaderNode,     SH_NODE_BUMP,               def_sh_bump,            "BUMP",               Bump,             "Bump",              "Generate a perturbed normal from a height texture, for bump mapping.\nTypically used for faking high detailed surfaces")
DefNode(ShaderNode,     SH_NODE_NORMAL_MAP,         def_sh_normal_map,      "NORMAL_MAP",         NormalMap,        "Normal Map",        "Generate a perturbed normal from an RGB normal map image.\nTypically used for faking high detailed surfaces")
DefNode(ShaderNode,     SH_NODE_TANGENT,            def_sh_tangent,         "TANGENT",            Tangent,          "Tangent",           "Generate a tangent direction for the Anisotropic BSDF")
DefNode(ShaderNode,     SH_NODE_SCRIPT,             def_sh_script,          "SCRIPT",             Script,           "Script",            "Generate an OSL shader from a file or text block.\nNote: there is no support for running OSL code on the GPU")
DefNode(ShaderNode,     SH_NODE_TEX_IMAGE,          def_sh_tex_image,       "TEX_IMAGE",          TexImage,         "Image Texture",     "Add an image file as a texture")
DefNode(ShaderNode,     SH_NODE_TEX_ENVIRONMENT,    def_sh_tex_environment, "TEX_ENVIRONMENT",    TexEnvironment,   "Environment Texture","Add an image file as an environment texture.\nTypically used to light the scene with the background node")
DefNode(ShaderNode,     SH_NODE_TEX_SKY,            def_sh_tex_sky,         "TEX_SKY",            TexSky,           "Sky Texture",       "Generate a procedural sky texture")
DefNode(ShaderNode,     SH_NODE_TEX_GRADIENT,       def_sh_tex_gradient,    "TEX_GRADIENT",       TexGradient,      "Gradient Texture",  "Generate an interpolated color and intensity values based on the input vector")
DefNode(ShaderNode,     SH_NODE_TEX_NOISE,          def_sh_tex_noise,       "TEX_NOISE",          TexNoise,         "Noise Texture",     "Generate a fractal Perlin noise")
DefNode(ShaderNode,     SH_NODE_TEX_MAGIC,          def_sh_tex_magic,       "TEX_MAGIC",          TexMagic,         "Magic Texture",     "Generate a psychedelic color texture")
DefNode(ShaderNode,     SH_NODE_TEX_WAVE,           def_sh_tex_wave,        "TEX_WAVE",           TexWave,          "Wave Texture",      "Generate procedural bands or rings with noise")
DefNode(ShaderNode,     SH_NODE_TEX_MUSGRAVE,       def_sh_tex_musgrave,    "TEX_MUSGRAVE",       TexMusgrave,      "Musgrave Texture",  "Generate a fractal Perlin noise.\nUnlike the Noise Texture, which is also a fractal Perlin noise, the Musgrave Texture allows greater control over how octaves are combined")
DefNode(ShaderNode,     SH_NODE_TEX_VORONOI,        def_sh_tex_voronoi,     "TEX_VORONOI",        TexVoronoi,       "Voronoi Texture",   "Generate a Worley noise.\nTypically used to generate textures such as stones, water, or biological cells")
DefNode(ShaderNode,     SH_NODE_TEX_CHECKER,        def_sh_tex_checker,     "TEX_CHECKER",        TexChecker,       "Checker Texture",   "Generate a checkerboard texture")
DefNode(ShaderNode,     SH_NODE_TEX_BRICK,          def_sh_tex_brick,       "TEX_BRICK",          TexBrick,         "Brick Texture",     "Generate a procedural texture producing bricks")
DefNode(ShaderNode,     SH_NODE_TEX_POINTDENSITY,   def_sh_tex_pointdensity,"TEX_POINTDENSITY",   TexPointDensity,  "Point Density",     "Generate a volumetric point for each particle or vertex of another object")
DefNode(ShaderNode,     SH_NODE_TEX_COORD,          def_sh_tex_coord,       "TEX_COORD",          TexCoord,         "Texture Coordinate","Retrieve multiple types of texture coordinates.\nTypically used as inputs for texture nodes")
DefNode(ShaderNode,     SH_NODE_VECTOR_ROTATE,      def_sh_vector_rotate,   "VECTOR_ROTATE",      VectorRotate,     "Vector Rotate",     "Rotate a vector around a pivot point (center)")
DefNode(ShaderNode,     SH_NODE_VECT_TRANSFORM,     def_sh_vect_transform,  "VECT_TRANSFORM",     VectorTransform,  "Vector Transform",  "Convert a vector, point, or normal between world, camera, and object coordinate space")
DefNode(ShaderNode,     SH_NODE_SEPHSV_LEGACY,      0,                      "SEPHSV",             SeparateHSV,      "Separate HSV",      "Split an image into its hue, saturation, and value channels")
DefNode(ShaderNode,     SH_NODE_COMBHSV_LEGACY,     0,                      "COMBHSV",            CombineHSV,       "Combine HSV",       "Combine an image from its hue, saturation, and value channels")
DefNode(ShaderNode,     SH_NODE_UVMAP,              def_sh_uvmap,           "UVMAP",              UVMap,            "UV Map",            "Retrieve a specified UV map")
DefNode(ShaderNode,     SH_NODE_VERTEX_COLOR,       def_sh_vertex_color,    "VERTEX_COLOR",       VertexColor,      "Color Attribute",   "Retrieve a specified color attribute")
DefNode(ShaderNode,     SH_NODE_UVALONGSTROKE,      def_sh_uvalongstroke,   "UVALONGSTROKE",      UVAlongStroke,    "UV Along Stroke",   "")
DefNode(ShaderNode,     SH_NODE_SEPXYZ,             0,                      "SEPXYZ",             SeparateXYZ,      "Separate XYZ",      "Split an image into its X, Y, and Z channels")
DefNode(ShaderNode,     SH_NODE_COMBXYZ,            0,                      "COMBXYZ",            CombineXYZ,       "Combine XYZ",       "Combine an image from its X, Y, and Z channels")
DefNode(ShaderNode,     SH_NODE_BEVEL,              def_sh_bevel,           "BEVEL",              Bevel,            "Bevel",             "Generates normals with round corners.\nNote: this is only supported in Cycles, and is expensive")
DefNode(ShaderNode,     SH_NODE_DISPLACEMENT,       def_sh_displacement,    "DISPLACEMENT",       Displacement,     "Displacement",      "Displace the surface along the surface normal")
DefNode(ShaderNode,     SH_NODE_VECTOR_DISPLACEMENT,def_sh_vector_displacement,"VECTOR_DISPLACEMENT",VectorDisplacement,"Vector Displacement","Displace the surface along arbitrary directions")
DefNode(ShaderNode,     SH_NODE_TEX_IES,            def_sh_tex_ies,         "TEX_IES",            TexIES,           "IES Texture",       "Used to match real world lights based on IES files (IES).\nIES files store the directional intensity distribution of light sources")
DefNode(ShaderNode,     SH_NODE_TEX_WHITE_NOISE,    def_sh_tex_white_noise, "TEX_WHITE_NOISE",    TexWhiteNoise,    "White Noise",       "Return a random number based on an input seed")
DefNode(ShaderNode,     SH_NODE_OUTPUT_AOV,         def_sh_output_aov,      "OUTPUT_AOV",         OutputAOV,        "AOV Output",        "Arbitrary Output Variables.\nProvide custom render passes for arbitrary shader node components")
DefNode(ShaderNode,     SH_NODE_CURVE_FLOAT,        def_float_curve,        "CURVE_FLOAT",        FloatCurve,       "Float Curve",       "Map an input float to a curve and outputs a float value")
DefNode(ShaderNode,     SH_NODE_COMBINE_COLOR,      def_sh_combsep_color,   "COMBINE_COLOR",      CombineColor,     "Combine Color",     "Combine an image from its red, green, and blue channels")
DefNode(ShaderNode,     SH_NODE_SEPARATE_COLOR,     def_sh_combsep_color,   "SEPARATE_COLOR",     SeparateColor,    "Separate Color",    "Split an image into its red, green, and blue channels")

DefNode(CompositorNode, CMP_NODE_VIEWER,         def_cmp_viewer,         "VIEWER",         Viewer,           "Viewer",            ""              )
DefNode(CompositorNode, CMP_NODE_RGB,            0,                      "RGB",            RGB,              "RGB",               ""              )
DefNode(CompositorNode, CMP_NODE_VALUE,          0,                      "VALUE",          Value,            "Value",             ""              )
DefNode(CompositorNode, CMP_NODE_MIX_RGB,        def_mix_rgb,            "MIX_RGB",        MixRGB,           "Mix",               ""              )
DefNode(CompositorNode, CMP_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         ""              )
DefNode(CompositorNode, CMP_NODE_RGBTOBW,        0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
DefNode(CompositorNode, CMP_NODE_NORMAL,         0,                      "NORMAL",         Normal,           "Normal",            ""              )
DefNode(CompositorNode, CMP_NODE_CURVE_VEC,      def_vector_curve,       "CURVE_VEC",      CurveVec,         "Vector Curves",     ""              )
DefNode(CompositorNode, CMP_NODE_CURVE_RGB,      def_rgb_curve,          "CURVE_RGB",      CurveRGB,         "RGB Curves",        ""              )
DefNode(CompositorNode, CMP_NODE_ALPHAOVER,      def_cmp_alpha_over,     "ALPHAOVER",      AlphaOver,        "Alpha Over",        ""              )
DefNode(CompositorNode, CMP_NODE_BLUR,           def_cmp_blur,           "BLUR",           Blur,             "Blur",              ""              )
DefNode(CompositorNode, CMP_NODE_FILTER,         def_cmp_filter,         "FILTER",         Filter,           "Filter",            ""              )
DefNode(CompositorNode, CMP_NODE_MAP_VALUE,      def_cmp_map_value,      "MAP_VALUE",      MapValue,         "Map Value",         ""              )
DefNode(CompositorNode, CMP_NODE_MAP_RANGE,      def_cmp_map_range,      "MAP_RANGE",      MapRange,         "Map Range",         ""              )
DefNode(CompositorNode, CMP_NODE_TIME,           def_time,               "TIME",           Time,             "Time Curve",        ""              )
DefNode(CompositorNode, CMP_NODE_VECBLUR,        def_cmp_vector_blur,    "VECBLUR",        VecBlur,          "Vector Blur",       ""              )
DefNode(CompositorNode, CMP_NODE_SEPRGBA_LEGACY, 0,                      "SEPRGBA",        SepRGBA,          "Separate RGBA",     ""              )
DefNode(CompositorNode, CMP_NODE_SEPHSVA_LEGACY, 0,                      "SEPHSVA",        SepHSVA,          "Separate HSVA",     ""              )
DefNode(CompositorNode, CMP_NODE_SETALPHA,       def_cmp_set_alpha,      "SETALPHA",       SetAlpha,         "Set Alpha",         ""              )
DefNode(CompositorNode, CMP_NODE_HUE_SAT,        0,                      "HUE_SAT",        HueSat,           "Hue Saturation Value",""            )
DefNode(CompositorNode, CMP_NODE_IMAGE,          def_cmp_image,          "IMAGE",          Image,            "Image",             ""              )
DefNode(CompositorNode, CMP_NODE_R_LAYERS,       def_cmp_render_layers,  "R_LAYERS",       RLayers,          "Render Layers",     ""              )
DefNode(CompositorNode, CMP_NODE_COMPOSITE,      def_cmp_composite,      "COMPOSITE",      Composite,        "Composite",         ""              )
/* NOTE: #OutputFile node has special RNA setup function called in rna_nodetree.c */
DefNode(CompositorNode, CMP_NODE_OUTPUT_FILE,    0,                      "OUTPUT_FILE",    OutputFile,       "File Output",       ""              )
DefNode(CompositorNode, CMP_NODE_TEXTURE,        def_texture,            "TEXTURE",        Texture,          "Texture",           ""              )
DefNode(CompositorNode, CMP_NODE_TRANSLATE,      def_cmp_translate,      "TRANSLATE",      Translate,        "Translate",         ""              )
DefNode(CompositorNode, CMP_NODE_ZCOMBINE,       def_cmp_zcombine,       "ZCOMBINE",       Zcombine,         "Z Combine",         ""              )
DefNode(CompositorNode, CMP_NODE_COMBRGBA_LEGACY,0,                      "COMBRGBA",       CombRGBA,         "Combine RGBA",      ""              )
DefNode(CompositorNode, CMP_NODE_DILATEERODE,    def_cmp_dilate_erode,   "DILATEERODE",    DilateErode,      "Dilate/Erode",      ""              )
DefNode(CompositorNode, CMP_NODE_INPAINT,        def_cmp_inpaint,        "INPAINT",        Inpaint,          "Inpaint",           ""              )
DefNode(CompositorNode, CMP_NODE_DESPECKLE,      def_cmp_despeckle,      "DESPECKLE",      Despeckle,        "Despeckle",         ""              )
DefNode(CompositorNode, CMP_NODE_ROTATE,         def_cmp_rotate,         "ROTATE",         Rotate,           "Rotate",            ""              )
DefNode(CompositorNode, CMP_NODE_SCALE,          def_cmp_scale,          "SCALE",          Scale,            "Scale",             ""              )
DefNode(CompositorNode, CMP_NODE_SEPYCCA_LEGACY, def_cmp_ycc,            "SEPYCCA",        SepYCCA,          "Separate YCbCrA",   ""              )
DefNode(CompositorNode, CMP_NODE_COMBYCCA_LEGACY,def_cmp_ycc,            "COMBYCCA",       CombYCCA,         "Combine YCbCrA",    ""              )
DefNode(CompositorNode, CMP_NODE_SEPYUVA_LEGACY, 0,                      "SEPYUVA",        SepYUVA,          "Separate YUVA",     ""              )
DefNode(CompositorNode, CMP_NODE_COMBYUVA_LEGACY,0,                      "COMBYUVA",       CombYUVA,         "Combine YUVA",      ""              )
DefNode(CompositorNode, CMP_NODE_DIFF_MATTE,     def_cmp_diff_matte,     "DIFF_MATTE",     DiffMatte,        "Difference Key",    ""              )
DefNode(CompositorNode, CMP_NODE_COLOR_SPILL,    def_cmp_color_spill,    "COLOR_SPILL",    ColorSpill,       "Color Spill",       ""              )
DefNode(CompositorNode, CMP_NODE_CHROMA_MATTE,   def_cmp_chroma_matte,   "CHROMA_MATTE",   ChromaMatte,      "Chroma Key",        ""              )
DefNode(CompositorNode, CMP_NODE_CHANNEL_MATTE,  def_cmp_channel_matte,  "CHANNEL_MATTE",  ChannelMatte,     "Channel Key",       ""              )
DefNode(CompositorNode, CMP_NODE_FLIP,           def_cmp_flip,           "FLIP",           Flip,             "Flip",              ""              )
DefNode(CompositorNode, CMP_NODE_SPLITVIEWER,    def_cmp_splitviewer,    "SPLITVIEWER",    SplitViewer,      "Split Viewer",      ""              )
DefNode(CompositorNode, CMP_NODE_MAP_UV,         def_cmp_map_uv,         "MAP_UV",         MapUV,            "Map UV",            ""              )
DefNode(CompositorNode, CMP_NODE_ID_MASK,        def_cmp_id_mask,        "ID_MASK",        IDMask,           "ID Mask",           ""              )
DefNode(CompositorNode, CMP_NODE_DOUBLEEDGEMASK, def_cmp_double_edge_mask,"DOUBLEEDGEMASK", DoubleEdgeMask,  "Double Edge Mask",  ""              )
DefNode(CompositorNode, CMP_NODE_DEFOCUS,        def_cmp_defocus,        "DEFOCUS",        Defocus,          "Defocus",           ""              )
DefNode(CompositorNode, CMP_NODE_DISPLACE,       0,                      "DISPLACE",       Displace,         "Displace",          ""              )
DefNode(CompositorNode, CMP_NODE_COMBHSVA_LEGACY,0,                      "COMBHSVA",       CombHSVA,         "Combine HSVA",      ""              )
DefNode(CompositorNode, CMP_NODE_MATH,           def_math,               "MATH",           Math,             "Math",              ""              )
DefNode(CompositorNode, CMP_NODE_LUMA_MATTE,     def_cmp_luma_matte,     "LUMA_MATTE",     LumaMatte,        "Luminance Key",     ""              )
DefNode(CompositorNode, CMP_NODE_BRIGHTCONTRAST, def_cmp_brightcontrast, "BRIGHTCONTRAST", BrightContrast,   "Bright/Contrast",   ""              )
DefNode(CompositorNode, CMP_NODE_GAMMA,          0,                      "GAMMA",          Gamma,            "Gamma",             ""              )
DefNode(CompositorNode, CMP_NODE_INVERT,         def_cmp_invert,         "INVERT",         Invert,           "Invert",            ""              )
DefNode(CompositorNode, CMP_NODE_NORMALIZE,      0,                      "NORMALIZE",      Normalize,        "Normalize",         ""              )
DefNode(CompositorNode, CMP_NODE_CROP,           def_cmp_crop,           "CROP",           Crop,             "Crop",              ""              )
DefNode(CompositorNode, CMP_NODE_DBLUR,          def_cmp_dblur,          "DBLUR",          DBlur,            "Directional Blur",  ""              )
DefNode(CompositorNode, CMP_NODE_BILATERALBLUR,  def_cmp_bilateral_blur, "BILATERALBLUR",  Bilateralblur,    "Bilateral Blur",    ""              )
DefNode(CompositorNode, CMP_NODE_PREMULKEY,      def_cmp_premul_key,     "PREMULKEY",      PremulKey,        "Alpha Convert",     ""              )
DefNode(CompositorNode, CMP_NODE_GLARE,          def_cmp_glare,          "GLARE",          Glare,            "Glare",             ""              )
DefNode(CompositorNode, CMP_NODE_TONEMAP,        def_cmp_tonemap,        "TONEMAP",        Tonemap,          "Tonemap",           ""              )
DefNode(CompositorNode, CMP_NODE_LENSDIST,       def_cmp_lensdist,       "LENSDIST",       Lensdist,         "Lens Distortion",   ""              )
DefNode(CompositorNode, CMP_NODE_VIEW_LEVELS,    def_cmp_levels,         "LEVELS",         Levels,           "Levels",            ""              )
DefNode(CompositorNode, CMP_NODE_COLOR_MATTE,    def_cmp_color_matte,    "COLOR_MATTE",    ColorMatte,       "Color Key",         ""              )
DefNode(CompositorNode, CMP_NODE_DIST_MATTE,     def_cmp_distance_matte, "DISTANCE_MATTE", DistanceMatte,    "Distance Key",      ""              )
DefNode(CompositorNode, CMP_NODE_COLORBALANCE,   def_cmp_colorbalance,   "COLORBALANCE",   ColorBalance,     "Color Balance",     ""              )
DefNode(CompositorNode, CMP_NODE_HUECORRECT,     def_cmp_huecorrect,     "HUECORRECT",     HueCorrect,       "Hue Correct",       ""              )
DefNode(CompositorNode, CMP_NODE_MOVIECLIP,      def_cmp_movieclip,      "MOVIECLIP",      MovieClip,        "Movie Clip",        ""              )
DefNode(CompositorNode, CMP_NODE_TRANSFORM,      dev_cmd_transform,      "TRANSFORM",      Transform,        "Transform",         ""              )
DefNode(CompositorNode, CMP_NODE_STABILIZE2D,    def_cmp_stabilize2d,    "STABILIZE2D",    Stabilize,        "Stabilize 2D",      ""              )
DefNode(CompositorNode, CMP_NODE_MOVIEDISTORTION,def_cmp_moviedistortion,"MOVIEDISTORTION",MovieDistortion,  "Movie Distortion",  ""              )
DefNode(CompositorNode, CMP_NODE_MASK_BOX,       def_cmp_boxmask,        "BOXMASK",        BoxMask,          "Box Mask",          ""              )
DefNode(CompositorNode, CMP_NODE_MASK_ELLIPSE,   def_cmp_ellipsemask,    "ELLIPSEMASK",    EllipseMask,      "Ellipse Mask",      ""              )
DefNode(CompositorNode, CMP_NODE_BOKEHIMAGE,     def_cmp_bokehimage,     "BOKEHIMAGE",     BokehImage,       "Bokeh Image",       ""              )
DefNode(CompositorNode, CMP_NODE_BOKEHBLUR,      def_cmp_bokehblur,      "BOKEHBLUR",      BokehBlur,        "Bokeh Blur",        ""              )
DefNode(CompositorNode, CMP_NODE_SWITCH,         def_cmp_switch,         "SWITCH",         Switch,           "Switch",            ""              )
DefNode(CompositorNode, CMP_NODE_SWITCH_VIEW,    def_cmp_switch_view,    "VIEWSWITCH",     SwitchView,       "Switch View",       ""              )
DefNode(CompositorNode, CMP_NODE_COLORCORRECTION,def_cmp_colorcorrection,"COLORCORRECTION",ColorCorrection,  "Color Correction",  ""              )
DefNode(CompositorNode, CMP_NODE_MASK,           def_cmp_mask,           "MASK",           Mask,             "Mask",              ""              )
DefNode(CompositorNode, CMP_NODE_KEYINGSCREEN,   def_cmp_keyingscreen,   "KEYINGSCREEN",   KeyingScreen,     "Keying Screen",     ""              )
DefNode(CompositorNode, CMP_NODE_KEYING,         def_cmp_keying,         "KEYING",         Keying,           "Keying",            ""              )
DefNode(CompositorNode, CMP_NODE_TRACKPOS,       def_cmp_trackpos,       "TRACKPOS",       TrackPos,         "Track Position",    ""              )
DefNode(CompositorNode, CMP_NODE_PIXELATE,       0,                      "PIXELATE",       Pixelate,         "Pixelate",          ""              )
DefNode(CompositorNode, CMP_NODE_PLANETRACKDEFORM,def_cmp_planetrackdeform,"PLANETRACKDEFORM",PlaneTrackDeform,"Plane Track Deform",""            )
DefNode(CompositorNode, CMP_NODE_CORNERPIN,      0,                      "CORNERPIN",      CornerPin,        "Corner Pin",        ""              )
DefNode(CompositorNode, CMP_NODE_SUNBEAMS,       def_cmp_sunbeams,       "SUNBEAMS",       SunBeams,         "Sun Beams",         ""              )
DefNode(CompositorNode, CMP_NODE_CRYPTOMATTE,    def_cmp_cryptomatte,    "CRYPTOMATTE_V2", CryptomatteV2,    "Cryptomatte",       ""              )
DefNode(CompositorNode, CMP_NODE_CRYPTOMATTE_LEGACY, def_cmp_cryptomatte_legacy, "CRYPTOMATTE", Cryptomatte, "Cryptomatte (Legacy)", ""           )
DefNode(CompositorNode, CMP_NODE_DENOISE,        def_cmp_denoise,        "DENOISE",        Denoise,          "Denoise",           ""              )
DefNode(CompositorNode, CMP_NODE_EXPOSURE,       0,                      "EXPOSURE",       Exposure,         "Exposure",          ""              )
DefNode(CompositorNode, CMP_NODE_ANTIALIASING,   def_cmp_antialiasing,   "ANTIALIASING",   AntiAliasing,     "Anti-Aliasing",     ""              )
DefNode(CompositorNode, CMP_NODE_POSTERIZE,      0,                      "POSTERIZE",      Posterize,        "Posterize",         ""              )
DefNode(CompositorNode, CMP_NODE_CONVERT_COLOR_SPACE,def_cmp_convert_color_space, "CONVERT_COLORSPACE", ConvertColorSpace, "Color Space", ""      )
DefNode(CompositorNode, CMP_NODE_SCENE_TIME,     0,                      "SCENE_TIME",     SceneTime,        "Scene Time",        ""              )
DefNode(CompositorNode, CMP_NODE_COMBINE_XYZ,    0,                      "COMBINE_XYZ",    CombineXYZ,       "Combine XYZ",       ""              )
DefNode(CompositorNode, CMP_NODE_SEPARATE_XYZ,   0,                      "SEPARATE_XYZ",   SeparateXYZ,      "Separate XYZ",      ""              )
DefNode(CompositorNode, CMP_NODE_SEPARATE_COLOR, def_cmp_combsep_color,  "SEPARATE_COLOR", SeparateColor,    "Separate Color",    ""              )
DefNode(CompositorNode, CMP_NODE_COMBINE_COLOR,  def_cmp_combsep_color,  "COMBINE_COLOR",  CombineColor,     "Combine Color",     ""              )

DefNode(TextureNode,    TEX_NODE_OUTPUT,         def_tex_output,         "OUTPUT",         Output,           "Output",            ""              )
DefNode(TextureNode,    TEX_NODE_CHECKER,        0,                      "CHECKER",        Checker,          "Checker",           ""              )
DefNode(TextureNode,    TEX_NODE_TEXTURE,        def_texture,            "TEXTURE",        Texture,          "Texture",           ""              )
DefNode(TextureNode,    TEX_NODE_BRICKS,         def_tex_bricks,         "BRICKS",         Bricks,           "Bricks",            ""              )
DefNode(TextureNode,    TEX_NODE_MATH,           def_math,               "MATH",           Math,             "Math",              ""              )
DefNode(TextureNode,    TEX_NODE_MIX_RGB,        def_mix_rgb,            "MIX_RGB",        MixRGB,           "Mix RGB",           ""              )
DefNode(TextureNode,    TEX_NODE_RGBTOBW,        0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
DefNode(TextureNode,    TEX_NODE_VALTORGB,       def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         ""              )
DefNode(TextureNode,    TEX_NODE_IMAGE,          def_tex_image,          "IMAGE",          Image,            "Image",             ""              )
DefNode(TextureNode,    TEX_NODE_CURVE_RGB,      def_rgb_curve,          "CURVE_RGB",      CurveRGB,         "RGB Curves",        ""              )
DefNode(TextureNode,    TEX_NODE_INVERT,         0,                      "INVERT",         Invert,           "Invert",            ""              )
DefNode(TextureNode,    TEX_NODE_HUE_SAT,        0,                      "HUE_SAT",        HueSaturation,    "Hue Saturation Value", ""           )
DefNode(TextureNode,    TEX_NODE_CURVE_TIME,     def_time,               "CURVE_TIME",     CurveTime,        "Curve Time",        ""              )
DefNode(TextureNode,    TEX_NODE_ROTATE,         0,                      "ROTATE",         Rotate,           "Rotate",            ""              )
DefNode(TextureNode,    TEX_NODE_VIEWER,         0,                      "VIEWER",         Viewer,           "Viewer",            ""              )
DefNode(TextureNode,    TEX_NODE_TRANSLATE,      0,                      "TRANSLATE",      Translate,        "Translate",         ""              )
DefNode(TextureNode,    TEX_NODE_COORD,          0,                      "COORD",          Coordinates,      "Coordinates",       ""              )
DefNode(TextureNode,    TEX_NODE_DISTANCE,       0,                      "DISTANCE",       Distance,         "Distance",          ""              )
DefNode(TextureNode,    TEX_NODE_COMPOSE_LEGACY, 0,                      "COMPOSE",        Compose,          "Combine RGBA",      ""              )
DefNode(TextureNode,    TEX_NODE_DECOMPOSE_LEGACY,0,                     "DECOMPOSE",      Decompose,        "Separate RGBA",     ""              )
DefNode(TextureNode,    TEX_NODE_VALTONOR,       0,                      "VALTONOR",       ValToNor,         "Value to Normal",   ""              )
DefNode(TextureNode,    TEX_NODE_SCALE,          0,                      "SCALE",          Scale,            "Scale",             ""              )
DefNode(TextureNode,    TEX_NODE_AT,             0,                      "AT",             At,               "At",                ""              )
DefNode(TextureNode,    TEX_NODE_COMBINE_COLOR,  def_tex_combsep_color,  "COMBINE_COLOR",  CombineColor,     "Combine Color",     ""              )
DefNode(TextureNode,    TEX_NODE_SEPARATE_COLOR, def_tex_combsep_color,  "SEPARATE_COLOR", SeparateColor,    "Separate Color",    ""              )
/* procedural textures */
DefNode(TextureNode,    TEX_NODE_PROC+TEX_VORONOI, 0,                    "TEX_VORONOI",    TexVoronoi,       "Voronoi",           ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_BLEND, 0,                      "TEX_BLEND",      TexBlend,         "Blend",             ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_MAGIC, 0,                      "TEX_MAGIC",      TexMagic,         "Magic",             ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_MARBLE, 0,                     "TEX_MARBLE",     TexMarble,        "Marble",            ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_CLOUDS, 0,                     "TEX_CLOUDS",     TexClouds,        "Clouds",            ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_WOOD, 0,                       "TEX_WOOD",       TexWood,          "Wood",              ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_MUSGRAVE, 0,                   "TEX_MUSGRAVE",   TexMusgrave,      "Musgrave",          ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_NOISE, 0,                      "TEX_NOISE",      TexNoise,         "Noise",             ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_STUCCI, 0,                     "TEX_STUCCI",     TexStucci,        "Stucci",            ""              )
DefNode(TextureNode,    TEX_NODE_PROC+TEX_DISTNOISE, 0,                  "TEX_DISTNOISE",  TexDistNoise,     "Distorted Noise",   ""              )

DefNode(FunctionNode, FN_NODE_ALIGN_EULER_TO_VECTOR, def_fn_align_euler_to_vector, "ALIGN_EULER_TO_VECTOR", AlignEulerToVector, "Align Euler To Vector", "")
DefNode(FunctionNode, FN_NODE_BOOLEAN_MATH,  def_boolean_math,  "BOOLEAN_MATH",  BooleanMath,  "Boolean Math", "")
DefNode(FunctionNode, FN_NODE_COMBINE_COLOR, def_fn_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "")
DefNode(FunctionNode, FN_NODE_COMPARE, def_compare, "COMPARE", Compare, "Compare", "")
DefNode(FunctionNode, FN_NODE_FLOAT_TO_INT, def_float_to_int, "FLOAT_TO_INT", FloatToInt, "Float to Integer", "")
DefNode(FunctionNode, FN_NODE_INPUT_BOOL, def_fn_input_bool, "INPUT_BOOL", InputBool, "Boolean", "")
DefNode(FunctionNode, FN_NODE_INPUT_COLOR, def_fn_input_color, "INPUT_COLOR", InputColor, "Color", "")
DefNode(FunctionNode, FN_NODE_INPUT_INT, def_fn_input_int, "INPUT_INT", InputInt, "Integer", "")
DefNode(FunctionNode, FN_NODE_INPUT_SPECIAL_CHARACTERS, 0, "INPUT_SPECIAL_CHARACTERS", InputSpecialCharacters, "Special Characters", "")
DefNode(FunctionNode, FN_NODE_INPUT_STRING, def_fn_input_string, "INPUT_STRING", InputString, "String", "")
DefNode(FunctionNode, FN_NODE_INPUT_VECTOR, def_fn_input_vector, "INPUT_VECTOR", InputVector, "Vector", "")
DefNode(FunctionNode, FN_NODE_RANDOM_VALUE, def_fn_random_value, "RANDOM_VALUE", RandomValue, "Random Value", "")
DefNode(FunctionNode, FN_NODE_REPLACE_STRING, 0, "REPLACE_STRING", ReplaceString, "Replace String", "")
DefNode(FunctionNode, FN_NODE_ROTATE_EULER, def_fn_rotate_euler, "ROTATE_EULER", RotateEuler, "Rotate Euler", "")
DefNode(FunctionNode, FN_NODE_SEPARATE_COLOR, def_fn_combsep_color, "SEPARATE_COLOR", SeparateColor, "Separate Color", "")
DefNode(FunctionNode, FN_NODE_SLICE_STRING, 0, "SLICE_STRING", SliceString, "Slice String", "")
DefNode(FunctionNode, FN_NODE_STRING_LENGTH, 0, "STRING_LENGTH", StringLength, "String Length", "")
DefNode(FunctionNode, FN_NODE_VALUE_TO_STRING, 0, "VALUE_TO_STRING", ValueToString, "Value to String", "")

DefNode(GeometryNode, GEO_NODE_ATTRIBUTE_DOMAIN_SIZE, def_geo_attribute_domain_size, "ATTRIBUTE_DOMAIN_SIZE", AttributeDomainSize, "Domain Size", "")
DefNode(GeometryNode, GEO_NODE_ATTRIBUTE_STATISTIC, def_geo_attribute_statistic, "ATTRIBUTE_STATISTIC", AttributeStatistic, "Attribute Statistic", "")
DefNode(GeometryNode, GEO_NODE_BOUNDING_BOX, 0, "BOUNDING_BOX", BoundBox, "Bounding Box", "")
DefNode(GeometryNode, GEO_NODE_CAPTURE_ATTRIBUTE, def_geo_attribute_capture, "CAPTURE_ATTRIBUTE", CaptureAttribute, "Capture Attribute", "")
DefNode(GeometryNode, GEO_NODE_COLLECTION_INFO, def_geo_collection_info, "COLLECTION_INFO", CollectionInfo, "Collection Info", "")
DefNode(GeometryNode, GEO_NODE_CONVEX_HULL, 0, "CONVEX_HULL", ConvexHull, "Convex Hull", "")
DefNode(GeometryNode, GEO_NODE_CURVE_ENDPOINT_SELECTION, 0, "CURVE_ENDPOINT_SELECTION", CurveEndpointSelection, "Endpoint Selection", "")
DefNode(GeometryNode, GEO_NODE_CURVE_HANDLE_TYPE_SELECTION, def_geo_curve_handle_type_selection, "CURVE_HANDLE_TYPE_SELECTION", CurveHandleTypeSelection, "Handle Type Selection", "")
DefNode(GeometryNode, GEO_NODE_CURVE_LENGTH, 0, "CURVE_LENGTH", CurveLength, "Curve Length", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_ARC, def_geo_curve_primitive_arc, "CURVE_PRIMITIVE_ARC", CurveArc, "Arc", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT, def_geo_curve_primitive_bezier_segment, "CURVE_PRIMITIVE_BEZIER_SEGMENT", CurvePrimitiveBezierSegment, "Bezier Segment", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_CIRCLE, def_geo_curve_primitive_circle, "CURVE_PRIMITIVE_CIRCLE", CurvePrimitiveCircle, "Curve Circle", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_LINE, def_geo_curve_primitive_line, "CURVE_PRIMITIVE_LINE", CurvePrimitiveLine, "Curve Line", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER, 0, "CURVE_PRIMITIVE_QUADRATIC_BEZIER", CurveQuadraticBezier, "Quadratic Bezier", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL, def_geo_curve_primitive_quadrilateral, "CURVE_PRIMITIVE_QUADRILATERAL", CurvePrimitiveQuadrilateral, "Quadrilateral", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_SPIRAL, 0, "CURVE_PRIMITIVE_SPIRAL", CurveSpiral, "Curve Spiral", "")
DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_STAR, 0, "CURVE_PRIMITIVE_STAR", CurveStar, "Star", "")
DefNode(GeometryNode, GEO_NODE_CURVE_SET_HANDLE_TYPE, def_geo_curve_set_handle_type, "CURVE_SET_HANDLES", CurveSetHandles, "Set Handle Type", "")
DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_PARAMETER, 0, "SPLINE_PARAMETER", SplineParameter, "Spline Parameter", "")
DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_TYPE, def_geo_curve_spline_type, "CURVE_SPLINE_TYPE", CurveSplineType, "Set Spline Type", "")
DefNode(GeometryNode, GEO_NODE_CURVE_TO_MESH, 0, "CURVE_TO_MESH", CurveToMesh, "Curve to Mesh", "")
DefNode(GeometryNode, GEO_NODE_CURVE_TO_POINTS, def_geo_curve_to_points, "CURVE_TO_POINTS", CurveToPoints, "Curve to Points", "")
DefNode(GeometryNode, GEO_NODE_DELETE_GEOMETRY, def_geo_delete_geometry, "DELETE_GEOMETRY", DeleteGeometry, "Delete Geometry", "")
DefNode(GeometryNode, GEO_NODE_DUPLICATE_ELEMENTS, def_geo_duplicate_elements, "DUPLICATE_ELEMENTS", DuplicateElements, "Duplicate Elements", "")
DefNode(GeometryNode, GEO_NODE_DISTRIBUTE_POINTS_ON_FACES, def_geo_distribute_points_on_faces, "DISTRIBUTE_POINTS_ON_FACES", DistributePointsOnFaces, "Distribute Points on Faces", "")
DefNode(GeometryNode, GEO_NODE_ACCUMULATE_FIELD, def_geo_accumulate_field, "ACCUMULATE_FIELD", AccumulateField, "Accumulate Field", "")
DefNode(GeometryNode, GEO_NODE_DUAL_MESH, 0, "DUAL_MESH", DualMesh, "Dual Mesh", "")
DefNode(GeometryNode, GEO_NODE_EXTRUDE_MESH, def_geo_extrude_mesh, "EXTRUDE_MESH", ExtrudeMesh, "Extrude Mesh", "")
DefNode(GeometryNode, GEO_NODE_FIELD_AT_INDEX, def_geo_field_at_index, "FIELD_AT_INDEX", FieldAtIndex, "Field at Index", "")
DefNode(GeometryNode, GEO_NODE_FIELD_ON_DOMAIN, def_geo_field_on_domain, "FIELD_ON_DOMAIN", FieldOnDomain, "Field on Domain", "")
DefNode(GeometryNode, GEO_NODE_FILL_CURVE, def_geo_curve_fill, "FILL_CURVE", FillCurve, "Fill Curve", "")
DefNode(GeometryNode, GEO_NODE_FILLET_CURVE, def_geo_curve_fillet, "FILLET_CURVE", FilletCurve, "Fillet Curve", "")
DefNode(GeometryNode, GEO_NODE_FLIP_FACES, 0, "FLIP_FACES", FlipFaces, "Flip Faces", "")
DefNode(GeometryNode, GEO_NODE_GEOMETRY_TO_INSTANCE, 0, "GEOMETRY_TO_INSTANCE", GeometryToInstance, "Geometry to Instance", "")
DefNode(GeometryNode, GEO_NODE_IMAGE_TEXTURE, def_geo_image_texture, "IMAGE_TEXTURE", ImageTexture, "Image Texture", "")
DefNode(GeometryNode, GEO_NODE_INPUT_NAMED_ATTRIBUTE, def_geo_input_named_attribute, "INPUT_ATTRIBUTE", InputNamedAttribute, "Named Attribute", "")
DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_HANDLES, 0, "INPUT_CURVE_HANDLES", InputCurveHandlePositions, "Curve Handle Positions", "")
DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_TILT, 0, "INPUT_CURVE_TILT", InputCurveTilt, "Curve Tilt", "")
DefNode(GeometryNode, GEO_NODE_INPUT_ID, 0, "INPUT_ID", InputID, "ID", "")
DefNode(GeometryNode, GEO_NODE_INPUT_INDEX, 0, "INDEX", InputIndex, "Index", "")
DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_ROTATION, 0, "INPUT_INSTANCE_ROTATION", InputInstanceRotation, "Instance Rotation", "")
DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_SCALE, 0, "INPUT_INSTANCE_SCALE", InputInstanceScale, "Instance Scale", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL_INDEX, 0, "INPUT_MATERIAL_INDEX", InputMaterialIndex, "Material Index", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL, def_geo_input_material, "INPUT_MATERIAL", InputMaterial, "Material", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_ANGLE, 0, "MESH_EDGE_ANGLE", InputMeshEdgeAngle, "Edge Angle", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS, 0, "MESH_EDGE_NEIGHBORS", InputMeshEdgeNeighbors, "Edge Neighbors", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_VERTICES, 0, "MESH_EDGE_VERTICES", InputMeshEdgeVertices, "Edge Vertices", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_AREA, 0, "MESH_FACE_AREA", InputMeshFaceArea, "Face Area", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_IS_PLANAR, 0, "MESH_FACE_IS_PLANAR", InputMeshFaceIsPlanar, "Face is Planar", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_NEIGHBORS, 0, "MESH_FACE_NEIGHBORS", InputMeshFaceNeighbors, "Face Neighbors", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_ISLAND, 0, "MESH_ISLAND", InputMeshIsland, "Mesh Island", "")
DefNode(GeometryNode, GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS, 0, "MESH_VERTEX_NEIGHBORS", InputMeshVertexNeighbors, "Vertex Neighbors", "")
DefNode(GeometryNode, GEO_NODE_INPUT_NORMAL, 0, "INPUT_NORMAL", InputNormal, "Normal", "")
DefNode(GeometryNode, GEO_NODE_INPUT_POSITION, 0, "POSITION", InputPosition, "Position", "")
DefNode(GeometryNode, GEO_NODE_INPUT_RADIUS, 0, "INPUT_RADIUS", InputRadius, "Radius", "")
DefNode(GeometryNode, GEO_NODE_INPUT_SCENE_TIME, 0, "INPUT_SCENE_TIME", InputSceneTime, "Scene Time", "")
DefNode(GeometryNode, GEO_NODE_INPUT_SHADE_SMOOTH, 0, "INPUT_SHADE_SMOOTH", InputShadeSmooth, "Is Shade Smooth", "")
DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_CYCLIC, 0, "INPUT_SPLINE_CYCLIC", InputSplineCyclic, "Is Spline Cyclic", "")
DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_LENGTH, 0, "SPLINE_LENGTH", SplineLength, "Spline Length", "")
DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_RESOLUTION, 0, "INPUT_SPLINE_RESOLUTION", InputSplineResolution, "Spline Resolution", "")
DefNode(GeometryNode, GEO_NODE_INPUT_TANGENT, 0, "INPUT_TANGENT", InputTangent, "Curve Tangent", "")
DefNode(GeometryNode, GEO_NODE_INSTANCE_ON_POINTS, 0, "INSTANCE_ON_POINTS", InstanceOnPoints, "Instance on Points", "")
DefNode(GeometryNode, GEO_NODE_INSTANCES_TO_POINTS, 0, "INSTANCES_TO_POINTS", InstancesToPoints, "Instances to Points", "")
DefNode(GeometryNode, GEO_NODE_IS_VIEWPORT, 0, "IS_VIEWPORT", IsViewport, "Is Viewport", "")
DefNode(GeometryNode, GEO_NODE_JOIN_GEOMETRY, 0, "JOIN_GEOMETRY", JoinGeometry, "Join Geometry", "")
DefNode(GeometryNode, GEO_NODE_MATERIAL_SELECTION, 0, "MATERIAL_SELECTION", MaterialSelection, "Material Selection", "")
DefNode(GeometryNode, GEO_NODE_MERGE_BY_DISTANCE, def_geo_merge_by_distance, "MERGE_BY_DISTANCE", MergeByDistance, "Merge by Distance", "")
DefNode(GeometryNode, GEO_NODE_MESH_BOOLEAN, def_geo_boolean, "MESH_BOOLEAN", MeshBoolean, "Mesh Boolean", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CIRCLE, def_geo_mesh_circle, "MESH_PRIMITIVE_CIRCLE", MeshCircle, "Mesh Circle", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CONE, def_geo_mesh_cone, "MESH_PRIMITIVE_CONE", MeshCone, "Cone", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CUBE, 0, "MESH_PRIMITIVE_CUBE", MeshCube, "Cube", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CYLINDER, def_geo_mesh_cylinder, "MESH_PRIMITIVE_CYLINDER", MeshCylinder, "Cylinder", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_GRID, 0, "MESH_PRIMITIVE_GRID", MeshGrid, "Grid", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE, 0, "MESH_PRIMITIVE_ICO_SPHERE", MeshIcoSphere, "Ico Sphere", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_LINE, def_geo_mesh_line, "MESH_PRIMITIVE_LINE", MeshLine, "Mesh Line", "")
DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_UV_SPHERE, 0, "MESH_PRIMITIVE_UV_SPHERE", MeshUVSphere, "UV Sphere", "")
DefNode(GeometryNode, GEO_NODE_MESH_TO_CURVE, 0, "MESH_TO_CURVE", MeshToCurve, "Mesh to Curve", "")
DefNode(GeometryNode, GEO_NODE_MESH_TO_POINTS, def_geo_mesh_to_points, "MESH_TO_POINTS", MeshToPoints, "Mesh to Points", "")
DefNode(GeometryNode, GEO_NODE_MESH_TO_VOLUME, def_geo_mesh_to_volume, "MESH_TO_VOLUME", MeshToVolume, "Mesh To Volume", "")
DefNode(GeometryNode, GEO_NODE_OBJECT_INFO, def_geo_object_info, "OBJECT_INFO", ObjectInfo, "Object Info", "")
DefNode(GeometryNode, GEO_NODE_POINTS, 0, "POINTS", Points, "Points", "")
DefNode(GeometryNode, GEO_NODE_POINTS_TO_VERTICES, 0, "POINTS_TO_VERTICES", PointsToVertices, "Points to Vertices", "")
DefNode(GeometryNode, GEO_NODE_POINTS_TO_VOLUME, def_geo_points_to_volume, "POINTS_TO_VOLUME", PointsToVolume, "Points to Volume", "")
DefNode(GeometryNode, GEO_NODE_PROXIMITY, def_geo_proximity, "PROXIMITY", Proximity, "Geometry Proximity", "")
DefNode(GeometryNode, GEO_NODE_RAYCAST, def_geo_raycast, "RAYCAST", Raycast, "Raycast", "")
DefNode(GeometryNode, GEO_NODE_REMOVE_ATTRIBUTE, 0, "REMOVE_ATTRIBUTE", RemoveAttribute, "Remove Named Attribute", "")
DefNode(GeometryNode, GEO_NODE_REALIZE_INSTANCES, def_geo_realize_instances, "REALIZE_INSTANCES", RealizeInstances, "Realize Instances", "")
DefNode(GeometryNode, GEO_NODE_REPLACE_MATERIAL, 0, "REPLACE_MATERIAL", ReplaceMaterial, "Replace Material", "")
DefNode(GeometryNode, GEO_NODE_RESAMPLE_CURVE, def_geo_curve_resample, "RESAMPLE_CURVE", ResampleCurve, "Resample Curve", "")
DefNode(GeometryNode, GEO_NODE_REVERSE_CURVE, 0, "REVERSE_CURVE", ReverseCurve, "Reverse Curve", "")
DefNode(GeometryNode, GEO_NODE_ROTATE_INSTANCES, 0, "ROTATE_INSTANCES", RotateInstances, "Rotate Instances", "")
DefNode(GeometryNode, GEO_NODE_SAMPLE_CURVE, def_geo_curve_sample, "SAMPLE_CURVE", SampleCurve, "Sample Curve", "")
DefNode(GeometryNode, GEO_NODE_SCALE_ELEMENTS, def_geo_scale_elements, "SCALE_ELEMENTS", ScaleElements, "Scale Elements", "")
DefNode(GeometryNode, GEO_NODE_SCALE_INSTANCES, 0, "SCALE_INSTANCES", ScaleInstances, "Scale Instances", "")
DefNode(GeometryNode, GEO_NODE_SEPARATE_COMPONENTS, 0, "SEPARATE_COMPONENTS", SeparateComponents, "Separate Components", "")
DefNode(GeometryNode, GEO_NODE_SEPARATE_GEOMETRY, def_geo_separate_geometry, "SEPARATE_GEOMETRY", SeparateGeometry, "Separate Geometry", "")
DefNode(GeometryNode, GEO_NODE_SET_CURVE_HANDLES, def_geo_curve_set_handle_positions, "SET_CURVE_HANDLES", SetCurveHandlePositions, "Set Handle Positions", "")
DefNode(GeometryNode, GEO_NODE_SET_CURVE_RADIUS, 0, "SET_CURVE_RADIUS", SetCurveRadius, "Set Curve Radius", "")
DefNode(GeometryNode, GEO_NODE_SET_CURVE_TILT, 0, "SET_CURVE_TILT", SetCurveTilt, "Set Curve Tilt", "")
DefNode(GeometryNode, GEO_NODE_SET_ID, 0, "SET_ID", SetID, "Set ID", "")
DefNode(GeometryNode, GEO_NODE_SET_MATERIAL_INDEX, 0, "SET_MATERIAL_INDEX", SetMaterialIndex, "Set Material Index", "")
DefNode(GeometryNode, GEO_NODE_SET_MATERIAL, 0, "SET_MATERIAL", SetMaterial, "Set Material", "")
DefNode(GeometryNode, GEO_NODE_SET_POINT_RADIUS, 0, "SET_POINT_RADIUS", SetPointRadius, "Set Point Radius", "")
DefNode(GeometryNode, GEO_NODE_SET_POSITION, 0, "SET_POSITION", SetPosition, "Set Position", "")
DefNode(GeometryNode, GEO_NODE_SET_SHADE_SMOOTH, 0, "SET_SHADE_SMOOTH", SetShadeSmooth, "Set Shade Smooth", "")
DefNode(GeometryNode, GEO_NODE_SET_SPLINE_CYCLIC, 0, "SET_SPLINE_CYCLIC", SetSplineCyclic, "Set Spline Cyclic", "")
DefNode(GeometryNode, GEO_NODE_SET_SPLINE_RESOLUTION, 0, "SET_SPLINE_RESOLUTION", SetSplineResolution, "Set Spline Resolution", "")
DefNode(GeometryNode, GEO_NODE_SPLIT_EDGES, 0, "SPLIT_EDGES", SplitEdges, "Split Edges", "")
DefNode(GeometryNode, GEO_NODE_STORE_NAMED_ATTRIBUTE, def_geo_store_named_attribute, "STORE_NAMED_ATTRIBUTE", StoreNamedAttribute, "Store Named Attribute", "")
DefNode(GeometryNode, GEO_NODE_STRING_JOIN, 0, "STRING_JOIN", StringJoin, "Join Strings", "")
DefNode(GeometryNode, GEO_NODE_STRING_TO_CURVES, def_geo_string_to_curves, "STRING_TO_CURVES", StringToCurves, "String to Curves", "")
DefNode(GeometryNode, GEO_NODE_SUBDIVIDE_CURVE, 0, "SUBDIVIDE_CURVE", SubdivideCurve, "Subdivide Curve", "")
DefNode(GeometryNode, GEO_NODE_SUBDIVIDE_MESH, 0, "SUBDIVIDE_MESH", SubdivideMesh, "Subdivide Mesh", "")
DefNode(GeometryNode, GEO_NODE_SUBDIVISION_SURFACE, def_geo_subdivision_surface, "SUBDIVISION_SURFACE", SubdivisionSurface, "Subdivision Surface", "")
DefNode(GeometryNode, GEO_NODE_SWITCH, def_geo_switch, "SWITCH", Switch, "Switch", "")
DefNode(GeometryNode, GEO_NODE_TRANSFER_ATTRIBUTE, def_geo_transfer_attribute, "ATTRIBUTE_TRANSFER", AttributeTransfer, "Transfer Attribute", "")
DefNode(GeometryNode, GEO_NODE_TRANSFORM, 0, "TRANSFORM", Transform, "Transform", "")
DefNode(GeometryNode, GEO_NODE_TRANSLATE_INSTANCES, 0, "TRANSLATE_INSTANCES", TranslateInstances, "Translate Instances", "")
DefNode(GeometryNode, GEO_NODE_TRIANGULATE, def_geo_triangulate, "TRIANGULATE", Triangulate, "Triangulate", "")
DefNode(GeometryNode, GEO_NODE_TRIM_CURVE, def_geo_curve_trim, "TRIM_CURVE", TrimCurve, "Trim Curve", "")
DefNode(GeometryNode, GEO_NODE_VIEWER, def_geo_viewer, "VIEWER", Viewer, "Viewer", "")
DefNode(GeometryNode, GEO_NODE_VOLUME_CUBE, 0, "VOLUME_CUBE", VolumeCube, "Volume Cube", "")
DefNode(GeometryNode, GEO_NODE_VOLUME_TO_MESH, def_geo_volume_to_mesh, "VOLUME_TO_MESH", VolumeToMesh, "Volume to Mesh", "")
DefNode(GeometryNode, GEO_NODE_UV_PACK_ISLANDS, 0, "UV_PACK_ISLANDS", UVPackIslands, "Pack UV Islands", "")
DefNode(GeometryNode, GEO_NODE_UV_UNWRAP, def_geo_uv_unwrap, "UV_UNWRAP", UVUnwrap, "UV Unwrap", "")

/* undefine macros */
#undef DefNode

    /* clang-format on */