#include "../global.h" char *shader_node_value(ui_node_t *node, ui_node_socket_t *socket) { buffer_t *shader = node->buttons->buffer[0]->default_value; char *str = sys_buffer_to_string(shader); return string_equals(str, "") ? "0.0" : str; } void shader_node_init() { ui_node_t *shader_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Shader"), .type = "SHADER_GPU", // extension .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("Value"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(0.5), .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 = " ", .type = "STRING", .output = -1, .default_value = f32_array_create_x(0), // "", .data = NULL, .min = 0.0, .max = 1.0, .precision = 100, .height = 0}), }, 1), .width = 0, .flags = 0}); any_array_push(nodes_material_input, shader_node_def); any_map_set(parser_material_node_values, "SHADER_GPU", shader_node_value); }