274 lines
21 KiB
C
274 lines
21 KiB
C
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#include "../global.h"
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char *str_tex_brick = "\
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fun tex_brick_noise(n: int): float { \
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n = (n >> 13) ^ n; \
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var nn: int = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
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return float(nn) / 2147483647.0; \
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} \
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fun tex_brick(co: float3, c1: float3, c2: float3, cm: float3, scale: float, mortar_size: float, mortar_smooth: float, bias: float, brick_width: float, row_height: float, offset_amount: float, offset_frequency: float, squash_amount: float, squash_frequency: float): float3 { \
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var p: float3 = co * scale; \
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var row: float = floor(p.y / row_height); \
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var bw: float = brick_width; \
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var offset: float = 0.0; \
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if (offset_frequency != 0.0 && squash_frequency != 0.0) { \
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if ((row % squash_frequency) == 0.0) { bw = bw * squash_amount; } \
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if ((row % offset_frequency) == 0.0) { offset = bw * offset_amount; } \
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} \
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var col: float = floor((p.x + offset) / bw); \
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var x: float = (p.x + offset) - bw * col; \
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var y: float = p.y - row_height * row; \
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var tint: float = clamp(tex_brick_noise((int(row) << 16) + (int(col) & 65535)) + bias, 0.0, 1.0); \
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var min_dist: float = min(min(x, y), min(bw - x, row_height - y)); \
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var f: float = 0.0; \
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if (min_dist < mortar_size) { \
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if (mortar_smooth == 0.0) { f = 1.0; } \
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if (mortar_smooth > 0.0) { f = smoothstep(0.0, mortar_smooth, 1.0 - min_dist / mortar_size); } \
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} \
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return lerp3(lerp3(c1, c2, tint), cm, f); \
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} \
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fun tex_brick_f(co: float3, scale: float, mortar_size: float, mortar_smooth: float, brick_width: float, row_height: float, offset_amount: float, offset_frequency: float, squash_amount: float, squash_frequency: float): float { \
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var p: float3 = co * scale; \
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var row: float = floor(p.y / row_height); \
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var bw: float = brick_width; \
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var offset: float = 0.0; \
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if (offset_frequency != 0.0 && squash_frequency != 0.0) { \
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if ((row % squash_frequency) == 0.0) { bw = bw * squash_amount; } \
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if ((row % offset_frequency) == 0.0) { offset = bw * offset_amount; } \
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} \
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var col: float = floor((p.x + offset) / bw); \
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var x: float = (p.x + offset) - bw * col; \
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var y: float = p.y - row_height * row; \
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var min_dist: float = min(min(x, y), min(bw - x, row_height - y)); \
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var f: float = 0.0; \
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if (min_dist < mortar_size) { \
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if (mortar_smooth == 0.0) { f = 1.0; } \
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if (mortar_smooth > 0.0) { f = smoothstep(0.0, mortar_smooth, 1.0 - min_dist / mortar_size); } \
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} \
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return f; \
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} \
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";
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char *brick_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_function(parser_material_kong, str_tex_brick);
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char *co = parser_material_get_coord(node);
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char *col1 = parser_material_parse_vector_input(node->inputs->buffer[1]);
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char *col2 = parser_material_parse_vector_input(node->inputs->buffer[2]);
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char *col3 = parser_material_parse_vector_input(node->inputs->buffer[3]);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[4], false);
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char *mortar_size = parser_material_parse_value_input(node->inputs->buffer[5], false);
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char *mortar_smooth = parser_material_parse_value_input(node->inputs->buffer[6], false);
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char *bias = parser_material_parse_value_input(node->inputs->buffer[7], false);
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char *brick_width = parser_material_parse_value_input(node->inputs->buffer[8], false);
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char *row_height = parser_material_parse_value_input(node->inputs->buffer[9], false);
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char *offset = parser_material_parse_value_input(node->inputs->buffer[10], false);
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char *offset_freq = parser_material_parse_value_input(node->inputs->buffer[11], false);
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char *squash = parser_material_parse_value_input(node->inputs->buffer[12], false);
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char *squash_freq = parser_material_parse_value_input(node->inputs->buffer[13], false);
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return string_tmp("tex_brick(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)", co, col1, col2, col3, scale, mortar_size, mortar_smooth, bias,
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brick_width, row_height, offset, offset_freq, squash, squash_freq);
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}
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char *brick_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_function(parser_material_kong, str_tex_brick);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[4], false);
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char *mortar_size = parser_material_parse_value_input(node->inputs->buffer[5], false);
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char *mortar_smooth = parser_material_parse_value_input(node->inputs->buffer[6], false);
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char *brick_width = parser_material_parse_value_input(node->inputs->buffer[8], false);
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char *row_height = parser_material_parse_value_input(node->inputs->buffer[9], false);
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char *offset = parser_material_parse_value_input(node->inputs->buffer[10], false);
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char *offset_freq = parser_material_parse_value_input(node->inputs->buffer[11], false);
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char *squash = parser_material_parse_value_input(node->inputs->buffer[12], false);
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char *squash_freq = parser_material_parse_value_input(node->inputs->buffer[13], false);
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return string_tmp("tex_brick_f(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)", co, scale, mortar_size, mortar_smooth, brick_width, row_height, offset,
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offset_freq, squash, squash_freq);
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}
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void brick_texture_node_init() {
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ui_node_t *brick_texture_node_def =
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ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Brick Texture"),
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.type = "TEX_BRICK",
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.x = 0,
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.y = 0,
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.color = 0xff4982a0,
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.inputs = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Vector"),
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.type = "VECTOR",
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.color = 0xff6363c7,
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.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color 1"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyz(0.8, 0.8, 0.8),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color 2"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyz(0.2, 0.2, 0.2),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Mortar"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Scale"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(5.0),
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.min = 0.0,
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.max = 10.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Mortar Size"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.02),
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.min = 0.0,
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.max = 0.125,
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.precision = 1000,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Mortar Smooth"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.1),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Bias"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.0),
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.min = -1.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Brick Width"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.5),
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.min = 0.01,
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.max = 2.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Row Height"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.25),
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.min = 0.01,
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.max = 2.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Offset"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(0.5),
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.min = -1.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Frequency"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(2.0),
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.min = 1.0,
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.max = 10.0,
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.precision = 1,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Squash"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(1.0),
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.min = 0.0,
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.max = 2.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Frequency"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(2.0),
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.min = 1.0,
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.max = 10.0,
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.precision = 1,
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.display = 0}),
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},
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14),
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.outputs = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Factor"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(1.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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},
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2),
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.buttons = any_array_create_from_raw((void *[]){}, 0),
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.width = 0,
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.flags = 0});
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any_array_push(nodes_material_texture, brick_texture_node_def);
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any_map_set(parser_material_node_vectors, "TEX_BRICK", brick_texture_node_vector);
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any_map_set(parser_material_node_values, "TEX_BRICK", brick_texture_node_value);
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}
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