paint: cleanup
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@@ -4,7 +4,7 @@ void geometry_node_init() {
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any_map_set(parser_material_node_values, "NEW_GEOMETRY", geometry_node_value);
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}
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string_t *geometry_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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char *geometry_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[0]) { // Position
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parser_material_kong->frag_wposition = true;
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return "input.wposition";
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@@ -31,7 +31,7 @@ string_t *geometry_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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}
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}
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string_t *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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char *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[6]) { // Backfacing
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return "0.0"; // SV_IsFrontFace
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// return "(1.0 - float(gl_FrontFacing))";
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@@ -40,7 +40,7 @@ string_t *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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f32 strength = 1.0;
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f32 radius = 1.0;
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f32 offset = 0.0;
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string_t *store = parser_material_store_var_name(node);
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char *store = parser_material_store_var_name(node);
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parser_material_kong->frag_n = true;
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parser_material_write(parser_material_kong, string_join(string_join("var ", store), "_dx: float3 = ddx3(n);"));
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parser_material_write(parser_material_kong, string_join(string_join("var ", store), "_dy: float3 = ddy3(n);"));
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