Files
armorpaint/paint/sources/material_nodes/gabor_texture_node.c
T
2026-03-10 11:49:57 +01:00

27 lines
1.1 KiB
C

#include "../global.h"
void gabor_texture_node_init() {
any_array_push(nodes_material_texture, gabor_texture_node_def);
any_map_set(parser_material_node_values, "TEX_GABOR", gabor_texture_node_value);
}
char *gabor_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_gabor);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
char *frequency = parser_material_parse_value_input(node->inputs->buffer[2], false);
char *anisotropy = parser_material_parse_value_input(node->inputs->buffer[3], false);
char *orientation = parser_material_parse_vector_input(node->inputs->buffer[4]);
char *res = string("tex_gabor(%s, %s, %s, %s, %s)", co, scale, frequency, anisotropy, orientation);
if (socket == node->outputs->buffer[0]) { // Value
return string("%s.x", res);
}
else if (socket == node->outputs->buffer[1]) { // Phase
return string("%s.y", res);
}
else { // Intensity
return string("%s.z", res);
}
}