#include "../global.h" char *camera_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) { char *tex_name = string("texcamera_%s", parser_material_node_name(node, NULL)); node_shader_add_texture(parser_material_kong, tex_name, "_camera_texture"); char *store = parser_material_store_var_name(node); parser_material_write(parser_material_kong, string("var %s_res: float3 = sample(%s, sampler_linear, tex_coord).rgb;", store, tex_name)); return string("%s_res", store); } void camera_texture_node_init() { ui_node_t *camera_texture_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Camera Texture"), .type = "TEX_CAMERA", // 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("Color"), .type = "RGBA", .color = 0xffc7c729, .default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 1), .buttons = any_array_create_from_raw((void *[]){}, 0), .width = 0, .flags = 0}); any_array_push(nodes_material_texture, camera_texture_node_def); any_map_set(parser_material_node_vectors, "TEX_CAMERA", camera_texture_node_vector); }