Build fixes
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@@ -792,7 +792,6 @@ type project_format_t = {
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camera_fov?: f32;
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swatches?: swatch_color_t[];
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///if (is_paint || is_sculpt)
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brush_nodes?: ui_node_canvas_t[];
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brush_icons?: buffer_t[];
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material_nodes?: ui_node_canvas_t[];
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@@ -803,12 +802,9 @@ type project_format_t = {
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mesh_datas?: mesh_data_t[];
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mesh_assets?: string[];
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mesh_icons?: buffer_t[];
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///end
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///if is_paint
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atlas_objects?: i32[];
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atlas_names?: string[];
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///end
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///if is_lab
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material?: ui_node_canvas_t;
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@@ -841,7 +837,6 @@ type swatch_color_t = {
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subsurface?: f32;
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};
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///if (is_paint || is_sculpt)
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type layer_data_t = {
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name?: string;
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res?: i32; // Width pixels
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@@ -857,7 +852,6 @@ type layer_data_t = {
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blending?: i32;
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parent?: i32;
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visible?: bool;
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///if is_paint
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texpaint_nor?: buffer_t;
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texpaint_pack?: buffer_t;
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paint_base?: bool;
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@@ -871,6 +865,4 @@ type layer_data_t = {
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paint_height_blend?: bool;
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paint_emis?: bool;
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paint_subs?: bool;
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///end
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};
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///end
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@@ -535,12 +535,12 @@ float ltc_evaluate(vec3 N, vec3 V, float dotnv, vec3 P, mat3 Minv, vec3 points0,
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";
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let str_get_pos_from_depth: string = " \
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vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \
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#if defined(HLSL) || defined(METAL) || defined(SPIRV) \n\
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float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \
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#else \n\
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float depth = textureLod(gbufferD, uv, 0.0).r; \
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#endif \n\
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vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \n\
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#ifdef GLSL \n\
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float depth = textureLod(gbufferD, uv, 0.0).r; \n\
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#else \n\
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float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \n\
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#endif \n\
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vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
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wpos = mul(wpos, invVP); \
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return wpos.xyz / wpos.w; \
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