#include "../global.h" void uv_map_node_init() { any_array_push(nodes_material_input, uv_map_node_def); any_map_set(parser_material_node_vectors, "UVMAP", uv_map_node_vector); } 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(context_raw->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)"; } }