Improve colorid sampling
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@@ -6,13 +6,10 @@ import arm.node.MaterialShader;
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class MakeDiscard {
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public static function colorId(vert: MaterialShader, frag: MaterialShader) {
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vert.add_out('vec2 texCoordPick');
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vert.write('texCoordPick = fract(subtex);');
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frag.add_uniform('sampler2D texpaint_colorid'); // 1x1 picker
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frag.add_uniform('sampler2D texcolorid', '_texcolorid'); // color map
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frag.add_uniform('vec2 texcoloridSize', '_texcoloridSize'); // color map
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frag.write('vec3 c1 = texelFetch(texpaint_colorid, ivec2(0, 0), 0).rgb;');
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frag.write('vec3 c2 = texelFetch(texcolorid, ivec2(texCoordPick * texcoloridSize), 0).rgb;');
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frag.write('vec3 c2 = textureLod(texcolorid, subtex, 0).rgb;');
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#if kha_opengl
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frag.write('if (c1 != c2) discard;');
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#else
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@@ -22,7 +19,7 @@ class MakeDiscard {
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public static function face(vert: MaterialShader, frag: MaterialShader) {
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vert.add_out('vec2 texCoordPick');
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vert.write('texCoordPick = fract(subtex);');
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vert.write('texCoordPick = subtex;');
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frag.add_uniform('sampler2D gbuffer2');
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frag.add_uniform('sampler2D textrianglemap', '_textrianglemap'); // triangle map
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frag.add_uniform('float textrianglemapSize', '_texpaintSize');
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@@ -33,7 +30,7 @@ class MakeDiscard {
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frag.write('vec2 texCoordInp = texelFetch(gbuffer2, ivec2(inp.x * gbufferSize.x, inp.y * gbufferSize.y), 0).ba;');
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#end
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frag.write('vec4 c1 = texelFetch(textrianglemap, ivec2(texCoordInp * textrianglemapSize), 0);');
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frag.write('vec4 c2 = texelFetch(textrianglemap, ivec2(texCoordPick * textrianglemapSize), 0);');
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frag.write('vec4 c2 = textureLod(textrianglemap, texCoordPick, 0);');
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#if kha_opengl
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frag.write('if (c1 != c2) discard;');
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#else
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