Files
armorpaint/paint/sources/make_clone.c
T
2026-04-15 12:11:27 +02:00

37 lines
2.1 KiB
C

#include "global.h"
void make_clone_run(node_shader_t *kong) {
node_shader_add_constant(kong, "clone_delta: float2", "_clone_delta");
// node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2((sp.xy + constants.clone_delta) * constants.gbuffer_size)].ba;");
node_shader_write_frag(kong, "var tex_coord_coord: uint2 = uint2(uint((sp.x + constants.clone_delta.x) * constants.gbuffer_size.x), uint((sp.y + "
"constants.clone_delta.y) * constants.gbuffer_size.y));");
node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[tex_coord_coord];");
node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;");
node_shader_write_frag(kong, "var texpaint_undo_sample: float4 = sample_lod(texpaint_undo, sampler_linear, tex_coord_inp, 0.0);");
node_shader_write_frag(kong, "var texpaint_pack_sample: float3 = sample_lod(texpaint_pack_undo, sampler_linear, tex_coord_inp, 0.0).rgb;");
char *base = "texpaint_undo_sample.rgb";
char *rough = "texpaint_pack_sample.g";
char *met = "texpaint_pack_sample.b";
char *occ = "texpaint_pack_sample.r";
char *nortan = "sample_lod(texpaint_nor_undo, sampler_linear, tex_coord_inp, 0.0).rgb";
char *height = "0.0";
char *opac = "1.0";
node_shader_write_frag(kong, "var clone_src_alpha: float = texpaint_undo_sample.a;");
node_shader_write_frag(kong, string("var basecol: float3 = %s;", base));
node_shader_write_frag(kong, string("var roughness: float = %s;", rough));
node_shader_write_frag(kong, string("var metallic: float = %s;", met));
node_shader_write_frag(kong, string("var occlusion: float = %s;", occ));
node_shader_write_frag(kong, string("var nortan: float3 = %s;", nortan));
node_shader_write_frag(kong, string("var height: float = %s;", height));
node_shader_write_frag(kong, string("var mat_opacity: float = %s;", opac));
node_shader_write_frag(kong, "var opacity: float = mat_opacity * constants.brush_opacity;");
if (g_context->material->paint_emis) {
node_shader_write_frag(kong, "var emis: float = 0.0;");
}
if (g_context->material->paint_subs) {
node_shader_write_frag(kong, "var subs: float = 0.0;");
}
}