#include "../global.h" char *layer_mask_node_value(ui_node_t *node, ui_node_socket_t *socket) { i32 l = node->buttons->buffer[0]->default_value->buffer[0]; node_shader_add_texture(parser_material_kong, string("texpaint%s", i32_to_string(l)), string("_texpaint%s", i32_to_string(l))); return string("sample(texpaint%s, sampler_linear, tex_coord).r", i32_to_string(l)); } void layer_mask_node_init() { ui_node_t *layer_mask_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Layer Mask"), .type = "LAYER_MASK", // extension .x = 0, .y = 0, .color = 0xff4982a0, .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("Value"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(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("Layer"), .type = "ENUM", .output = -1, .default_value = f32_array_create_x(0), .data = u8_array_create_from_string(""), .min = 0.0, .max = 1.0, .precision = 100, .height = 0}), }, 1), .width = 0, .flags = 0}); any_array_push(nodes_material_input, layer_mask_node_def); any_map_set(parser_material_node_values, "LAYER_MASK", layer_mask_node_value); }