paint: cleanup
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@@ -113,7 +113,7 @@ node_shader_context_t *make_mesh_run(material_t *data, i32 layer_pass) {
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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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i32 texture_count = 0;
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i32 texture_count = 0;
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node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);");
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node_shader_write_vert(kong, "output.tex_coord = input.tex;");
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@@ -61,7 +61,8 @@ void render_path_base_begin() {
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}
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// Match projection matrix jitter
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bool skip_taa = g_context->split_view || (g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID) || g_context->camera_type == CAMERA_TYPE_ORTHOGRAPHIC ||
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bool skip_taa = g_context->split_view || (g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID) ||
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g_context->camera_type == CAMERA_TYPE_ORTHOGRAPHIC ||
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((g_context->tool == TOOL_TYPE_CLONE || g_context->tool == TOOL_TYPE_BLUR) && g_context->pdirty > 0);
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if (skip_taa || g_config->brush_live) {
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@@ -146,7 +147,7 @@ void render_path_base_draw_split(void (*draw_commands)(void)) {
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bool use_live_layer = g_context->tool == TOOL_TYPE_MATERIAL;
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bool path_trace = g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID;
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path_trace ? render_path_raytrace_draw(use_live_layer) : draw_commands();
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path_trace ? render_path_raytrace_draw(use_live_layer) : draw_commands();
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g_context->view_index = g_context->view_index == 0 ? 1 : 0;
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transform_set_matrix(cam->base->transform, camera_views[g_context->view_index]);
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@@ -51,9 +51,9 @@ void render_path_raytrace_commands(bool use_live_layer) {
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bool is_live = g_config->brush_live && render_path_paint_live_layer_drawn > 0 && render_path_paint_live_layer != NULL;
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if (g_context->pdirty > 0 || g_context->rtdirty > 0 || is_live) {
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slot_layer_t *layer = g_context->layer;
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gpu_texture_t *_texpaint = layer->texpaint;
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gpu_texture_t *_texpaint_nor = layer->texpaint_nor;
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gpu_texture_t *_texpaint_pack = layer->texpaint_pack;
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gpu_texture_t *_texpaint = layer->texpaint;
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gpu_texture_t *_texpaint_nor = layer->texpaint_nor;
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gpu_texture_t *_texpaint_pack = layer->texpaint_pack;
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if (is_live) {
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layer->texpaint = render_path_paint_live_layer->texpaint;
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if (slot_layer_is_layer(layer)) {
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