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armorpaint/paint/sources/nodes_material/rgb_node.c
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#include "../global.h"
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char *rgb_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
return parser_material_vec3(socket->default_value);
}
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void rgb_node_init() {
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ui_node_t *rgb_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Color"),
.type = "RGB",
.x = 0,
.y = 0,
.color = 0xffb34f5a,
.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(0.5, 0.5, 0.5, 1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
1),
.buttons = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("RGBA"),
.type = "RGBA",
.output = 0,
.default_value = f32_array_create_x(0),
.data = NULL,
.min = 0.0,
.max = 1.0,
.precision = 100,
.height = 0}),
},
1),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_input, rgb_node_def);
any_map_set(parser_material_node_vectors, "RGB", rgb_node_vector);
}