paint: cleanup
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@@ -1,11 +1,11 @@
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node_shader_t *node_shader_create(node_shader_context_t *context) {
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node_shader_t *raw = GC_ALLOC_INIT(node_shader_t, {0});
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raw->context = context;
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raw->ins = any_array_create_from_raw((any[]){}, 0);
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raw->outs = any_array_create_from_raw((any[]){}, 0);
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raw->ins = any_array_create_from_raw((void *[]){}, 0);
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raw->outs = any_array_create_from_raw((void *[]){}, 0);
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raw->frag_out = "float4";
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raw->consts = any_array_create_from_raw((any[]){}, 0);
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raw->textures = any_array_create_from_raw((any[]){}, 0);
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raw->consts = any_array_create_from_raw((void *[]){}, 0);
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raw->textures = any_array_create_from_raw((void *[]){}, 0);
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raw->functions = any_map_create();
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raw->vert = "";
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@@ -211,7 +211,7 @@ node_shader_context_t *node_shader_context_create(material_t *material, shader_c
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raw->material = material;
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vertex_element_t_array_t *vertex_elements_default = any_array_create_from_raw(
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(any[]){
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(void *[]){
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GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
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GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
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},
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@@ -247,7 +247,7 @@ node_shader_context_t *node_shader_context_create(material_t *material, shader_c
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raw->data->color_writes_alpha = props->color_writes_alpha;
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}
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raw->data->texture_units = any_array_create_from_raw((any[]){}, 0);
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raw->data->texture_units = any_array_create_from_raw((void *[]){}, 0);
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raw->data->constants = i32_array_create_from_raw((i32[]){}, 0);
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return raw;
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}
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