merge upstream
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		@ -215,19 +215,27 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
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        'MIX_SHADER',
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        'ADD_SHADER',
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        'BSDF_PRINCIPLED',
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        'PRINCIPLED_BSDF',
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        'BSDF_DIFFUSE',
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        'DIFFUSE_BSDF',
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        'BSDF_GLOSSY',
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        'GLOSSY_BSDF',
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        'BSDF_SHEEN',
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        'SHEEN_BSDF',
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        'AMBIENT_OCCLUSION',
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        'BSDF_ANISOTROPIC',
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        'ANISOTROPIC_BSDF',
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        'EMISSION',
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        'BSDF_GLASS',
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        'GLASS_BSDF',
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        'HOLDOUT',
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        'SUBSURFACE_SCATTERING',
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        'BSDF_TRANSLUCENT',
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        'TRANSLUCENT_BSDF',
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        'BSDF_TRANSPARENT',
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        'TRANSPARENT_BSDF',
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        'BSDF_VELVET',
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        'VELVET_BSDF',
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    )
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    state.reset_outs()
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@ -152,13 +152,19 @@ ALL_NODES: dict[str, MaterialNodeMeta] = {
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    'ADD_SHADER': MaterialNodeMeta(parse_func=nodes_shader.parse_addshader),
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    'AMBIENT_OCCLUSION': MaterialNodeMeta(parse_func=nodes_shader.parse_ambientocclusion),
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    'BSDF_ANISOTROPIC': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfanisotropic),
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    'ANISOTROPI_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfanisotropic),
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    'BSDF_DIFFUSE': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfdiffuse),
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    'DIFFUSE_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfdiffuse),
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    'DIFFUSE_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfdiffuse), 
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    'BSDF_GLASS': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfglass),
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    'GLASS_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfglass),
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    'BSDF_PRINCIPLED': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfprincipled),
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    'PRINCIPLED_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfprincipled),
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    'BSDF_TRANSLUCENT': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftranslucent),
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    'TRANSLUCENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftranslucent),
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    'BSDF_TRANSPARENT': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
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    'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
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    'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
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    'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
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    'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
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    'HOLDOUT': MaterialNodeMeta(
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        parse_func=nodes_shader.parse_holdout,
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