paint: improve path points draw
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@@ -35,7 +35,7 @@ static node_shader_context_t *make_particle_bullet_run() {
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node_shader_add_function(kong, str_octahedron_wrap);
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node_shader_add_function(kong, str_pack_float_int16);
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node_shader_write_frag(kong, "var basecol: float3 = float3(0.8, 0.8, 0.8);");
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node_shader_write_frag(kong, "var basecol: float3 = float3(0.8, 0.0, 0.0);");
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node_shader_write_frag(kong, "var roughness: float = 0.5;");
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node_shader_write_frag(kong, "var metallic: float = 0.0;");
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node_shader_write_frag(kong, "var occlusion: float = 1.0;");
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@@ -556,7 +556,9 @@ void util_layer_update_path() {
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path_point_spheres = (object_t **)gc_realloc(path_point_spheres, vis_points * sizeof(object_t *));
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gc_root(path_point_spheres);
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for (i32 i = path_point_sphere_count; i < vis_points; i++) {
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object_t *o = scene_spawn_object(".Sphere", NULL, true);
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object_t *o = scene_spawn_object(".Sphere", NULL, true);
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mesh_object_t *mo = o->ext;
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mo->material = make_particle_get_bullet_material();
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o->visible = true;
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path_point_spheres[i] = o;
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}
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