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armorpaint/paint/sources/material_nodes/camera_texture_node.c
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#include "../global.h"
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char *camera_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
char *tex_name = string("texcamera_%s", parser_material_node_name(node, NULL));
node_shader_add_texture(parser_material_kong, tex_name, "_camera_texture");
char *store = parser_material_store_var_name(node);
parser_material_write(parser_material_kong, string("var %s_res: float3 = sample(%s, sampler_linear, tex_coord).rgb;", store, tex_name));
return string("%s_res", store);
}
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void camera_texture_node_init() {
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ui_node_t *camera_texture_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Camera Texture"),
.type = "TEX_CAMERA", // extension
.x = 0,
.y = 0,
.color = 0xff4982a0,
.inputs = any_array_create_from_raw((void *[]){}, 0),
.outputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Color"),
.type = "RGBA",
.color = 0xffc7c729,
.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
1),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_texture, camera_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_CAMERA", camera_texture_node_vector);
}