renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+2 -2
View File
@@ -44,7 +44,7 @@ MatrixGenerator::MatrixGenerator()
uniform_scale_input_ = new NodeInput("uniform_scale_in", NodeParam::kBoolean, true);
uniform_scale_input_->set_is_keyframable(false);
uniform_scale_input_->SetConnectable(false);
uniform_scale_input_->set_connectable(false);
connect(uniform_scale_input_, &NodeInput::ValueChanged, this, &MatrixGenerator::UniformScaleChanged);
AddInput(uniform_scale_input_);
@@ -96,7 +96,7 @@ NodeValueTable MatrixGenerator::Value(NodeValueDatabase &value) const
// Push matrix output
QMatrix4x4 mat = GenerateMatrix(value);
NodeValueTable output = value.Merge();
output.Push(NodeParam::kMatrix, mat);
output.Push(NodeParam::kMatrix, mat, this);
return output;
}