nodevalue: begin abstracting qvariant
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@@ -91,7 +91,7 @@ void DespillNode::Value(const NodeValueRow &value, const NodeGlobals &globals, N
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NodeValue(NodeValue::kVec3, QVector3D(luma_coeffs[0], luma_coeffs[1], luma_coeffs[2])));
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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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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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}
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}
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