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@@ -347,7 +347,7 @@ function box_preferences_usage_tab() {
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}
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let hfov: ui_handle_t = ui_handle(__ID__);
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hfov.f = config_raw.camera_fov;
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hfov.f = config_raw.camera_fov;
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config_raw.camera_fov = ui_slider(hfov, tr("Default Camera FoV"), 0.3, 1.4, true);
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let hspeed: ui_handle_t = ui_handle(__ID__);
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@@ -1,9 +1,9 @@
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let config_raw: config_t = null;
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let config_keymap: map_t<string, string>;
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let config_loaded: bool = false;
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let config_button_align: ui_align_t = ui_align_t.LEFT;
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let config_button_spacing: string = " ";
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let config_loaded: bool = false;
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let config_button_align: ui_align_t = ui_align_t.LEFT;
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let config_button_spacing: string = " ";
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function config_load() {
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let path: string = "";
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@@ -440,7 +440,7 @@ function config_load_theme(theme: string, tag_redraw: bool = true) {
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base_theme.CHECK_SELECT_SIZE = 8 + 2;
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}
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else {
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base_theme.FULL_TABS = false;
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base_theme.FULL_TABS = false;
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}
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}
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@@ -277,7 +277,7 @@ enum layout_size_t {
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enum neural_backend_t {
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CPU = 0,
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VULKAN = 1,
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CUDA = 2,
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CUDA = 2,
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}
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enum preference_tab_t {
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@@ -271,7 +271,8 @@ function make_paint_run(data: material_t, matcon: material_context_t): node_shad
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if (context_raw.material.paint_subs) {
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node_shader_write_frag(kong, "var subs: float = " + subs + ";");
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}
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if (!make_material_opac_used && parse_float(opac) != 1.0 && context_raw.viewport_mode == viewport_mode_t.PATH_TRACE && config_raw.pathtrace_mode == pathtrace_mode_t.QUALITY) {
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if (!make_material_opac_used && parse_float(opac) != 1.0 && context_raw.viewport_mode == viewport_mode_t.PATH_TRACE &&
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config_raw.pathtrace_mode == pathtrace_mode_t.QUALITY) {
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make_material_opac_used = true;
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return make_paint_run(data, matcon);
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}
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@@ -81,10 +81,10 @@ function sculpt_make_sculpt_run(data: material_t, matcon: material_context_t): n
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kong, "var wposition: float3 = (constants.W * texpaint_sculpt_undo[uint2(uint(tex_coord.x * 2048.0), uint(tex_coord.y * 2048.0))]).xyz;");
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}
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parser_material_parse_height = true;
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parser_material_parse_height = true;
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parser_material_parse_height_as_channel = true;
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let sout: shader_out_t = parser_material_parse(context_raw.material.canvas, con_paint, kong, matcon);
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let height: string = sout.out_height;
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let sout: shader_out_t = parser_material_parse(context_raw.material.canvas, con_paint, kong, matcon);
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let height: string = sout.out_height;
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node_shader_write_frag(kong, "var height: float = " + height + ";");
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if (kong.frag_bposition) {
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