#include "../global.h" void attribute_node_init() { any_array_push(nodes_material_input, attribute_node_def); any_map_set(parser_material_node_vectors, "ATTRIBUTE", attribute_node_vector); any_map_set(parser_material_node_values, "ATTRIBUTE", attribute_node_value); } char *attribute_node_vector(ui_node_t *node, ui_node_socket_t *socket) { if (socket == node->outputs->buffer[0]) { // Color if (parser_material_kong->context->allow_vcols) { node_shader_context_add_elem(parser_material_kong->context, "col", "short4norm"); // Vcols only for now return "input.vcolor"; } else { return ("float3(0.0, 0.0, 0.0)"); } } else { // Vector node_shader_context_add_elem(parser_material_kong->context, "tex", "short2norm"); // UVMaps only for now return "float3(tex_coord.x, tex_coord.y, 0.0)"; } } char *attribute_node_value(ui_node_t *node, ui_node_socket_t *socket) { node_shader_add_constant(parser_material_kong, "time: float", "_time"); return "constants.time"; }