Fix lab
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@@ -41,7 +41,6 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_add_constant(kong, "VP: float4x4", "_view_proj_matrix");
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kong.frag_wposition = true;
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let texture_count: i32 = 0;
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let displace_strength: f32 = make_material_get_displace_strength();
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if (make_material_height_used && displace_strength > 0.0) {
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kong.vert_n = true;
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@@ -54,7 +53,8 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);");
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let brush_scale: f32 = context_raw.brush_scale;
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node_shader_add_constant(kong, "tex_scale: float", "_tex_unpack");
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node_shader_write_vert(kong, "output.tex_coord = input.tex * " + brush_scale + " * constants.tex_scale;");
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node_shader_write_vert(kong, "output.tex_coord = input.tex * float(" + brush_scale + ") * constants.tex_scale;");
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node_shader_write_attrib_frag(kong, "var tex_coord: float2 = input.tex_coord;");
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kong.frag_out = "float4[3]";
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kong.frag_n = true;
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@@ -207,7 +207,7 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_write_frag(kong, "output[1].rgb = pow3(output[1].rgb, float3(2.2, 2.2, 2.2));");
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}
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node_shader_write_frag(kong, "n /= (abs(n.x) + abs(n.y) + abs(n.z));");
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node_shader_write_frag(kong, "n = n / (abs(n.x) + abs(n.y) + abs(n.z));");
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// node_shader_write_frag(kong, "n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);");
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node_shader_write_frag(kong, "if (n.z < 0.0) { n.xy = octahedron_wrap(n.xy); }");
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node_shader_write_frag(kong, "output[0] = float4(n.xy, roughness, pack_f32_i16(metallic, uint(float(int(matid * 255.0)) % float(3))));");
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@@ -65,7 +65,7 @@ function make_paint_run(data: material_t, matcon: material_context_t): node_shad
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return con_paint;
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}
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node_shader_write_vert(kong, "var tpos: float2 = float2(tex.x * 2.0 - 1.0, (1.0 - tex.y) * 2.0 - 1.0);");
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node_shader_write_vert(kong, "var tpos: float2 = float2(input.tex.x * 2.0 - 1.0, (1.0 - input.tex.y) * 2.0 - 1.0);");
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node_shader_write_vert(kong, "output.pos = float4(tpos, 0.0, 1.0);");
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@@ -74,9 +74,9 @@ function make_paint_run(data: material_t, matcon: material_context_t): node_shad
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node_shader_add_out(kong, "ndc: float4");
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node_shader_write_attrib_vert(kong, "output.ndc = constants.WVP * float4(input.pos.xyz, 1.0);");
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node_shader_write_attrib_vert(kong, "var sp: float3 = float3((output.ndc.xyz / output.ndc.w) * 0.5 + 0.5);");
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node_shader_write_attrib_vert(kong, "sp.y = 1.0 - sp.y;");
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node_shader_write_attrib_vert(kong, "sp.z -= 0.0001;"); // small bias
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node_shader_write_attrib_frag(kong, "var sp: float3 = (input.ndc.xyz / input.ndc.w) * 0.5 + 0.5;");
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node_shader_write_attrib_frag(kong, "sp.y = 1.0 - sp.y;");
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node_shader_write_attrib_frag(kong, "sp.z -= 0.0001;"); // small bias
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node_shader_add_constant(kong, "inp: float4", "_input_brush");
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node_shader_add_constant(kong, "inplast: float4", "_input_brush_last");
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@@ -105,14 +105,14 @@ function make_paint_run(data: material_t, matcon: material_context_t): node_shad
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node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix");
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node_shader_write_frag(kong, "var winp: float4 = float4(float2(constants.inp.x, 1.0 - constants.inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);");
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node_shader_write_frag(kong, "winp = constants.invVP * winp;");
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node_shader_write_frag(kong, "winp.xyz /= winp.w;");
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node_shader_write_frag(kong, "winp.xyz = winp.xyz / winp.w;");
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kong.frag_wposition = true;
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node_shader_write_frag(kong, "var depthlast: float = sample_lod(gbufferD, sampler_linear, constants.inplast.xy, 0.0).r;");
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node_shader_write_frag(kong, "var winplast: float4 = float4(float2(constants.inplast.x, 1.0 - constants.inplast.y) * 2.0 - 1.0, depthlast * 2.0 - 1.0, 1.0);");
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node_shader_write_frag(kong, "winplast = constants.invVP * winplast;");
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node_shader_write_frag(kong, "winplast.xyz /= winplast.w;");
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node_shader_write_frag(kong, "winplast.xyz = winplast.xyz / winplast.w;");
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node_shader_write_frag(kong, "var pa: float3 = input.wposition - winp.xyz;");
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node_shader_write_frag(kong, "var ba: float3 = winplast.xyz - winp.xyz;");
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@@ -144,7 +144,7 @@ function make_paint_run(data: material_t, matcon: material_context_t): node_shad
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// Manual blending to preserve memory
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kong.frag_wvpposition = true;
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node_shader_write_frag(kong, "var sample_tc: float2 = float2(input.wvpposition.xy / input.wvpposition.w) * 0.5 + 0.5;");
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node_shader_write_frag(kong, "var sample_tc: float2 = float2(input.wvpposition.x / input.wvpposition.w, input.wvpposition.y / input.wvpposition.w) * 0.5 + 0.5;");
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node_shader_write_frag(kong, "sample_tc.y = 1.0 - sample_tc.y;");
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node_shader_add_texture(kong, "paintmask");
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node_shader_write_frag(kong, "var sample_mask: float = sample_lod(paintmask, sampler_linear, sample_tc, 0.0).r;");
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