#include "../global.h" void make_clone_run(node_shader_t *kong) { node_shader_add_constant(kong, "clone_delta: float2", "_clone_delta"); // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2((sp.xy + constants.clone_delta) * constants.gbuffer_size)].ba;"); node_shader_write_frag(kong, "var tex_coord_coord: uint2 = uint2(uint((sp.x + constants.clone_delta.x) * constants.gbuffer_size.x), uint((sp.y + " "constants.clone_delta.y) * constants.gbuffer_size.y));"); node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[tex_coord_coord];"); node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;"); node_shader_write_frag(kong, "var texpaint_undo_sample: float4 = sample_lod(texpaint_undo, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "var texpaint_pack_undo_sample: float4 = sample_lod(texpaint_pack_undo, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "var texpaint_nor_undo_sample: float4 = sample_lod(texpaint_nor_undo, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "var clone_src_alpha: float = texpaint_undo_sample.a;"); node_shader_write_frag(kong, "var basecol: float3 = texpaint_undo_sample.rgb;"); node_shader_write_frag(kong, "var roughness: float = texpaint_pack_undo_sample.g;"); node_shader_write_frag(kong, "var metallic: float = texpaint_pack_undo_sample.b;"); node_shader_write_frag(kong, "var occlusion: float = texpaint_pack_undo_sample.r;"); node_shader_write_frag(kong, "var nortan: float3 = texpaint_nor_undo_sample.rgb;"); node_shader_write_frag(kong, "var height: float = texpaint_pack_undo_sample.a;"); node_shader_write_frag(kong, "var mat_opacity: float = texpaint_undo_sample.a;"); node_shader_write_frag(kong, "var opacity: float = mat_opacity * constants.brush_opacity;"); if (g_context->material->paint_emis || g_context->material->paint_subs) { node_shader_write_frag(kong, "var clone_matid_mod: float = float(int(texpaint_nor_undo_sample.a * 255.0)) % float(3);"); } if (g_context->material->paint_emis) { node_shader_write_frag(kong, "var emis: float = 0.0; if (clone_matid_mod == 1.0) { emis = 1.0; }"); } if (g_context->material->paint_subs) { node_shader_write_frag(kong, "var subs: float = 0.0; if (clone_matid_mod == 2.0) { subs = 1.0; }"); } }