merged all drawing functions into a single shader processing function
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@@ -48,7 +48,7 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
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// No-op frag shader (can we return QString() instead?)
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operation = QStringLiteral("texture(%1, ove_texcoord)").arg(tex_in->id());
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vert = ReadFileAsString(":/shaders/matrix.vert").arg(mat_in->id(), tex_in->id());
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vert = FileFunctions::ReadFileAsString(":/shaders/matrix.vert").arg(mat_in->id(), tex_in->id());
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} else {
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switch (op) {
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@@ -329,7 +329,7 @@ NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation o
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float number = RetrieveNumber(number_val);
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SampleJob job(val_a.type() == NodeParam::kSamples ? val_a : val_b);
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job.InsertValue(number_param, NodeValue(NodeParam::kFloat, number, this));
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job.InsertValue(number_param, ShaderValue(number, NodeParam::kFloat));
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if (job.HasSamples()) {
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if (number_param->is_static()) {
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@@ -66,7 +66,7 @@ ShaderCode MergeNode::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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return ShaderCode(ReadFileAsString(":/shaders/alphaover.frag"), QString());
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/alphaover.frag"), QString());
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}
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NodeValueTable MergeNode::Value(NodeValueDatabase &value) const
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@@ -79,13 +79,13 @@ NodeValueTable MergeNode::Value(NodeValueDatabase &value) const
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NodeValueTable table = value.Merge();
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if (!job.GetValue(base_in_).data().isNull() || !job.GetValue(blend_in_).data().isNull()) {
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if (job.GetValue(base_in_).data().isNull()) {
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if (!job.GetValue(base_in_).data.isNull() || !job.GetValue(blend_in_).data.isNull()) {
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if (job.GetValue(base_in_).data.isNull()) {
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// We only have a blend texture, no need to alpha over
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table.Push(job.GetValue(blend_in_));
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} else if (job.GetValue(blend_in_).data().isNull()) {
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table.Push(job.GetValue(blend_in_), this);
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} else if (job.GetValue(blend_in_).data.isNull()) {
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// We only have a base texture, no need to alpha over
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table.Push(job.GetValue(base_in_));
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table.Push(job.GetValue(base_in_), this);
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} else {
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// We have both textures, push the job
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table.Push(NodeParam::kShaderJob, QVariant::fromValue(job), this);
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