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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@@ -99,7 +99,7 @@ TrackOutput* TrackList::AddTrack()
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}
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}
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if (last_track && last_track->output()->IsConnected()) {
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if (last_track && last_track->output()->is_connected()) {
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foreach (NodeEdgePtr edge, last_track->output()->edges()) {
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if (!track_input_->ContainsSubParameter(edge->input())) {
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switch (type_) {
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@@ -181,14 +181,14 @@ void ViewerOutput::VerifyLength()
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rational video_length;
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if (texture_input_->IsConnected()) {
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if (texture_input_->is_connected()) {
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NodeValueTable t = traverser.GenerateTable(texture_input_->get_connected_node(), 0, 0);
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video_length = t.Get(NodeParam::kNumber, "length").value<rational>();
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}
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rational audio_length;
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if (samples_input_->IsConnected()) {
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if (samples_input_->is_connected()) {
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NodeValueTable t = traverser.GenerateTable(samples_input_->get_connected_node(), 0, 0);
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audio_length = t.Get(NodeParam::kNumber, "length").value<rational>();
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}
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