renderer: moved all shader code into one solidified function
Makes texture-based optimizations easier when they're all in one place.
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@@ -44,7 +44,7 @@ MatrixGenerator::MatrixGenerator()
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uniform_scale_input_ = new NodeInput("uniform_scale_in", NodeParam::kBoolean, true);
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uniform_scale_input_->set_is_keyframable(false);
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uniform_scale_input_->SetConnectable(false);
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uniform_scale_input_->set_connectable(false);
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connect(uniform_scale_input_, &NodeInput::ValueChanged, this, &MatrixGenerator::UniformScaleChanged);
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AddInput(uniform_scale_input_);
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@@ -96,7 +96,7 @@ NodeValueTable MatrixGenerator::Value(NodeValueDatabase &value) const
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// Push matrix output
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QMatrix4x4 mat = GenerateMatrix(value);
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NodeValueTable output = value.Merge();
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output.Push(NodeParam::kMatrix, mat);
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output.Push(NodeParam::kMatrix, mat, this);
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return output;
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}
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