24 lines
1.2 KiB
C
24 lines
1.2 KiB
C
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#include "../global.h"
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void warp_node_init() {
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any_array_push(nodes_material_color, warp_node_def);
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any_map_set(parser_material_node_vectors, "DIRECT_WARP", warp_node_vector);
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}
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char *warp_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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if (parser_material_warp_passthrough) {
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return parser_material_parse_vector_input(node->inputs->buffer[0]);
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}
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char *angle = parser_material_parse_value_input(node->inputs->buffer[1], true);
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char *mask = parser_material_parse_value_input(node->inputs->buffer[2], true);
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char *tex_name = string("texwarp_%s", parser_material_node_name(node, NULL));
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node_shader_add_texture(parser_material_kong, tex_name, string("_%s", tex_name));
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char *store = parser_material_store_var_name(node);
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f32 pi = math_pi();
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parser_material_write(parser_material_kong, string("var %s_rad: float = %s * (%s / 180.0);", store, angle, f32_to_string(pi)));
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parser_material_write(parser_material_kong, string("var %s_x: float = cos(%s_rad);", store, store));
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parser_material_write(parser_material_kong, string("var %s_y: float = sin(%s_rad);", store, store));
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return string("sample(%s, sampler_linear, tex_coord + float2(%s_x, %s_y) * %s).rgb", tex_name, store, store, mask);
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}
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