nodevalue: begin abstracting qvariant
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@@ -79,8 +79,8 @@ void MergeNode::Value(const NodeValueRow &value, const NodeGlobals &globals, Nod
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ShaderJob job;
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job.InsertValue(value);
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TexturePtr base_tex = job.GetValue(kBaseIn).data().value<TexturePtr>();
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TexturePtr blend_tex = job.GetValue(kBlendIn).data().value<TexturePtr>();
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TexturePtr base_tex = job.GetValue(kBaseIn).toTexture();
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TexturePtr blend_tex = job.GetValue(kBlendIn).toTexture();
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if (base_tex || blend_tex) {
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if (!base_tex || (blend_tex && blend_tex->channel_count() < VideoParams::kRGBAChannelCount)) {
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@@ -108,8 +108,8 @@ void MergeNode::Hash(QCryptographicHash &hash, const NodeGlobals &globals, const
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NodeValueDatabase db = traverser.GenerateDatabase(this, globals.time());
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TexturePtr base_tex = db[kBaseIn].Get(NodeValue::kTexture).value<TexturePtr>();
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TexturePtr blend_tex = db[kBlendIn].Get(NodeValue::kTexture).value<TexturePtr>();
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TexturePtr base_tex = db[kBaseIn].Get(NodeValue::kTexture).toTexture();
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TexturePtr blend_tex = db[kBlendIn].Get(NodeValue::kTexture).toTexture();
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if (base_tex || blend_tex) {
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bool passthrough_base = !blend_tex;
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