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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