paint: cleanup
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@@ -52,6 +52,31 @@ fun tex_wave(co: float3, scale: float, distortion: float, detail_scale: float, d
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} \
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";
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static char *wave_texture_node_result(ui_node_t *node) {
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node_shader_add_function(parser_material_kong, str_tex_wave);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
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char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
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char *detail_scale = parser_material_parse_value_input(node->inputs->buffer[3], false);
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char *detail_rough = parser_material_parse_value_input(node->inputs->buffer[4], false);
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char *phase = parser_material_parse_value_input(node->inputs->buffer[5], false);
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ui_node_button_t *but_type = node->buttons->buffer[0];
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ui_node_button_t *but_dir = node->buttons->buffer[1];
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ui_node_button_t *but_prof = node->buttons->buffer[2];
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i32 wave_type = (i32)but_type->default_value->buffer[0];
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i32 direction = (i32)but_dir->default_value->buffer[0];
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i32 profile = (i32)but_prof->default_value->buffer[0];
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return string("tex_wave(%s, %s, %s, %s, %s, %s, %d, %d, %d)", co, scale, distortion, detail_scale, detail_rough, phase, wave_type, direction, profile);
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}
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char *wave_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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return parser_material_to_vec3(wave_texture_node_result(node));
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}
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char *wave_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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return wave_texture_node_result(node);
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}
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void wave_texture_node_init() {
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char *wave_type_data = string("%s\n%s", _tr("Bands"), _tr("Rings"));
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@@ -192,28 +217,3 @@ void wave_texture_node_init() {
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any_map_set(parser_material_node_vectors, "TEX_WAVE", wave_texture_node_vector);
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any_map_set(parser_material_node_values, "TEX_WAVE", wave_texture_node_value);
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}
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static char *wave_texture_node_result(ui_node_t *node) {
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node_shader_add_function(parser_material_kong, str_tex_wave);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
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char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
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char *detail_scale = parser_material_parse_value_input(node->inputs->buffer[3], false);
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char *detail_rough = parser_material_parse_value_input(node->inputs->buffer[4], false);
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char *phase = parser_material_parse_value_input(node->inputs->buffer[5], false);
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ui_node_button_t *but_type = node->buttons->buffer[0];
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ui_node_button_t *but_dir = node->buttons->buffer[1];
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ui_node_button_t *but_prof = node->buttons->buffer[2];
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i32 wave_type = (i32)but_type->default_value->buffer[0];
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i32 direction = (i32)but_dir->default_value->buffer[0];
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i32 profile = (i32)but_prof->default_value->buffer[0];
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return string("tex_wave(%s, %s, %s, %s, %s, %s, %d, %d, %d)", co, scale, distortion, detail_scale, detail_rough, phase, wave_type, direction, profile);
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}
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char *wave_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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return parser_material_to_vec3(wave_texture_node_result(node));
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}
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char *wave_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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return wave_texture_node_result(node);
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}
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