nodevalue: begin abstracting qvariant
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@@ -82,9 +82,9 @@ void FlipDistortNode::Value(const NodeValueRow &value, const NodeGlobals &global
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job.InsertValue(value);
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// If there's no texture, no need to run an operation
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if (!job.GetValue(kTextureInput).data().isNull()) {
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if (job.GetValue(kTextureInput).toTexture()) {
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// Only run shader if at least one of flip or flop are selected
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if (job.GetValue(kHorizontalInput).data().toBool() || job.GetValue(kVerticalInput).data().toBool()) {
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if (job.GetValue(kHorizontalInput).toBool() || job.GetValue(kVerticalInput).toBool()) {
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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} else {
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// If we're not flipping or flopping just push the texture
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