static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[1].link)
		in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
	else if (GPU_material_use_world_space_shading(mat)) {
		GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
	}

	return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	NodeShaderNormalMap *nm = node->storage;
	GPUNodeLink *negnorm;
	GPUNodeLink *realnorm;
	GPUNodeLink *strength;

	float d[4] = {0, 0, 0, 0};

	if (in[0].link)
		strength = in[0].link;
	else
		strength = GPU_uniform(in[0].vec);

	if (in[1].link)
		realnorm = in[1].link;
	else
		realnorm = GPU_uniform(in[1].vec);

	negnorm = GPU_builtin(GPU_VIEW_NORMAL);
	GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength);

	if (GPU_material_use_world_space_shading(mat)) {

		/* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */

		const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
		if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat))
			color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
		switch (nm->space) {
			case SHD_SPACE_TANGENT:
				GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
				GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
				GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
				/* for uniform scale this is sufficient to match Cycles */
				GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
				GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
				return true;
			case SHD_SPACE_OBJECT:
			case SHD_SPACE_BLENDER_OBJECT:
				GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
				GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
				GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
				break;
			case SHD_SPACE_WORLD:
			case SHD_SPACE_BLENDER_WORLD:
				GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
				GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
				break;
		}

	}
	else {

		/* ************** BLENDER INTERNAL without world space shading flag ******* */

		GPU_link(mat, "color_to_normal", realnorm, &realnorm);
		GPU_link(mat, "mtex_negate_texnormal", realnorm,  &realnorm);
		GPU_link(mat, "vec_math_negate", negnorm, &negnorm);

		switch (nm->space) {
			case SHD_SPACE_TANGENT:
				GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
				break;
			case SHD_SPACE_OBJECT:
			case SHD_SPACE_BLENDER_OBJECT:
				GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX),  &realnorm);
				break;
			case SHD_SPACE_WORLD:
			case SHD_SPACE_BLENDER_WORLD:
				GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX),  &realnorm);
				break;
		}
	}

	GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm,  &out[0].link);
	GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);

	return true;
}