paint: cleanup
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@@ -1,6 +1,23 @@
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#include "../global.h"
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char *vector_rotate_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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char *vec = parser_material_parse_vector_input(node->inputs->buffer[0]);
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char *center = parser_material_parse_vector_input(node->inputs->buffer[1]);
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char *axis = parser_material_parse_vector_input(node->inputs->buffer[2]);
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char *angle = parser_material_parse_value_input(node->inputs->buffer[3], false);
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char *name = parser_material_store_var_name(node);
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char *v = string("%s_v", name);
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char *ax = string("%s_ax", name);
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char *cosA = string("%s_cosA", name);
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char *sinA = string("%s_sinA", name);
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parser_material_write(parser_material_kong, string("var %s: float3 = %s - %s;", v, vec, center));
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parser_material_write(parser_material_kong, string("var %s: float3 = normalize(%s);", ax, axis));
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parser_material_write(parser_material_kong, string("var %s: float = cos(%s);", cosA, angle));
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parser_material_write(parser_material_kong, string("var %s: float = sin(%s);", sinA, angle));
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return string("(%s * %s + cross(%s, %s) * %s + %s * dot(%s, %s) * (1.0 - %s) + %s)", v, cosA, ax, v, sinA, ax, ax, v, cosA, center);
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}
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void vector_rotate_node_init() {
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vector_rotate_node_def =
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@@ -76,20 +93,3 @@ void vector_rotate_node_init() {
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any_array_push(nodes_material_utilities, vector_rotate_node_def);
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any_map_set(parser_material_node_vectors, "VECT_ROTATE", vector_rotate_node_vector);
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}
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char *vector_rotate_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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char *vec = parser_material_parse_vector_input(node->inputs->buffer[0]);
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char *center = parser_material_parse_vector_input(node->inputs->buffer[1]);
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char *axis = parser_material_parse_vector_input(node->inputs->buffer[2]);
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char *angle = parser_material_parse_value_input(node->inputs->buffer[3], false);
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char *name = parser_material_store_var_name(node);
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char *v = string("%s_v", name);
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char *ax = string("%s_ax", name);
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char *cosA = string("%s_cosA", name);
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char *sinA = string("%s_sinA", name);
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parser_material_write(parser_material_kong, string("var %s: float3 = %s - %s;", v, vec, center));
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parser_material_write(parser_material_kong, string("var %s: float3 = normalize(%s);", ax, axis));
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parser_material_write(parser_material_kong, string("var %s: float = cos(%s);", cosA, angle));
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parser_material_write(parser_material_kong, string("var %s: float = sin(%s);", sinA, angle));
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return string("(%s * %s + cross(%s, %s) * %s + %s * dot(%s, %s) * (1.0 - %s) + %s)", v, cosA, ax, v, sinA, ax, ax, v, cosA, center);
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}
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