#include "../global.h" char *uv_map_node_vector(ui_node_t *node, ui_node_socket_t *socket) { node_shader_context_add_elem(parser_material_kong->context, "tex", "short2norm"); i32 uv_map = node->buttons->buffer[0]->default_value->buffer[0]; if (uv_map == 1 && mesh_data_get_vertex_array(g_context->paint_object->data, "tex1") != NULL) { node_shader_context_add_elem(parser_material_kong->context, "tex1", "short2norm"); node_shader_add_out(parser_material_kong, "tex_coord1: float2"); node_shader_write_vert(parser_material_kong, "output.tex_coord1 = input.tex1;"); return "float3(input.tex_coord1.x, input.tex_coord1.y, 0.0)"; } else { return "float3(tex_coord.x, tex_coord.y, 0.0)"; } } void uv_map_node_init() { char *uv_map_data = string("%s\n%s", "uv0", "uv1"); ui_node_t *uv_map_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("UV Map"), .type = "UVMAP", .x = 0, .y = 0, .color = 0xffb34f5a, .inputs = any_array_create_from_raw((void *[]){}, 0), .outputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("UV"), .type = "VECTOR", .color = 0xff6363c7, .default_value = f32_array_create_xyz(0.0, 0.0, 0.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 1), .buttons = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("UV Map"), .type = "ENUM", .output = -1, .default_value = f32_array_create_x(0), .data = u8_array_create_from_string(uv_map_data), .min = 0.0, .max = 1.0, .precision = 100, .height = 0}), }, 1), .width = 0, .flags = 0}); any_array_push(nodes_material_input, uv_map_node_def); any_map_set(parser_material_node_vectors, "UVMAP", uv_map_node_vector); }