paint: cleanup
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@@ -12,20 +12,20 @@ static mesh_object_t *render_envsphere_diffuse = NULL;
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static node_shader_context_t *make_envsphere_shader(char *name, f32 roughness, f32 metallic) {
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material_t *mat = ALLOC_INIT(material_t, {.name = name, .canvas = NULL});
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shader_context_t *props = ALLOC_INIT(shader_context_t, {
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.name = "overlay",
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.depth_write = false,
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.compare_mode = "always",
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.cull_mode = "clockwise",
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.vertex_elements = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
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ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
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ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}),
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},
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3),
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.color_attachments = any_array_create_from_raw((void *[]){"RGBA64"}, 1),
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.depth_attachment = "NONE",
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});
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.name = "overlay",
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.depth_write = false,
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.compare_mode = "always",
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.cull_mode = "clockwise",
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.vertex_elements = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
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ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
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ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}),
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},
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3),
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.color_attachments = any_array_create_from_raw((void *[]){"RGBA64"}, 1),
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.depth_attachment = "NONE",
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});
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node_shader_context_t *con = node_shader_context_create(mat, props);
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node_shader_t *kong = node_shader_context_make_kong(con);
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@@ -102,21 +102,21 @@ static mesh_object_t *create_envsphere_object(char *name, f32 roughness, f32 met
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shader_context_load(con->data);
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shader_data_t *sd = ALLOC_INIT(shader_data_t, {
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.name = name,
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.contexts = any_array_create_from_raw((void *[]){con->data}, 1),
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});
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.name = name,
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.contexts = any_array_create_from_raw((void *[]){con->data}, 1),
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});
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material_context_t *mcon = ALLOC_INIT(material_context_t, {
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.name = "overlay",
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.bind_constants = any_array_create_from_raw((void *[]){}, 0),
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.bind_textures = any_array_create_from_raw((void *[]){}, 0),
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});
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.name = "overlay",
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.bind_constants = any_array_create_from_raw((void *[]){}, 0),
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.bind_textures = any_array_create_from_raw((void *[]){}, 0),
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});
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material_context_load(mcon);
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material_data_t *mat = ALLOC_INIT(material_data_t, {
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.name = name,
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.shader = "",
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.contexts = any_array_create_from_raw((void *[]){mcon}, 1),
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._ = ALLOC_INIT(material_data_runtime_t, {.uid = 0.0, .shader = sd}),
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});
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.name = name,
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.shader = "",
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.contexts = any_array_create_from_raw((void *[]){mcon}, 1),
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._ = ALLOC_INIT(material_data_runtime_t, {.uid = 0.0, .shader = sd}),
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});
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mesh_object_t *obj = mesh_object_create(md, mat);
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obj->base->name = name;
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@@ -127,7 +127,7 @@ static mesh_object_t *create_envsphere_object(char *name, f32 roughness, f32 met
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static void render_envsphere_init() {
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render_envsphere_metallic = create_envsphere_object("render_envsphere_metallic", 0.0, 1.0);
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render_envsphere_diffuse = create_envsphere_object("render_envsphere_diffuse", 0.9, 0.0);
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render_envsphere_diffuse = create_envsphere_object("render_envsphere_diffuse", 0.9, 0.0);
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}
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void render_envsphere() {
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