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armorpaint/paint/sources/material_nodes/object_info_node.c
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#include "../global.h"
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void object_info_node_init() {
any_array_push(nodes_material_input, object_info_node_def);
any_map_set(parser_material_node_vectors, "OBJECT_INFO", object_info_node_vector);
any_map_set(parser_material_node_values, "OBJECT_INFO", object_info_node_value);
}
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char *object_info_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[0]) { // Location
parser_material_kong->frag_wposition = true;
return "input.wposition";
}
else { // Color
return "float3(0.0, 0.0, 0.0)";
}
}
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char *object_info_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[2]) { // Alpha
return "0.0";
}
else if (socket == node->outputs->buffer[3]) { // Object Index
node_shader_add_constant(parser_material_kong, "object_info_index: float", "_object_info_index");
return "constants.object_info_index";
}
else if (socket == node->outputs->buffer[4]) { // Material Index
node_shader_add_constant(parser_material_kong, "object_info_material_index: float", "_object_info_material_index");
return "constants.object_info_material_index";
}
else { // Random
node_shader_add_constant(parser_material_kong, "object_info_random: float", "_object_info_random");
return "constants.object_info_random";
}
}