style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
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@@ -35,9 +35,10 @@ shader node_normal_map(
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float tangent_sign;
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// get _unnormalized_ interpolated normal and tangent
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if(!getattribute(attr_name, tangent) ||
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if (!getattribute(attr_name, tangent) ||
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!getattribute(attr_sign_name, tangent_sign) ||
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!getattribute("geom:N", ninterp)) {
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!getattribute("geom:N", ninterp))
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{
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Normal = normal(0, 0, 0);
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}
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else {
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