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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@@ -382,7 +382,7 @@ void RenderBackend::CopyNodeInputValue(NodeInput *input)
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false);
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// Handle connections
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if (input->IsConnected() || our_copy->IsConnected()) {
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if (input->is_connected() || our_copy->is_connected()) {
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// If one of the inputs is connected, it's likely this change came from connecting or
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// disconnecting whatever was connected to it
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@@ -444,7 +444,7 @@ Node* RenderBackend::CopyNodeConnections(Node* src_node)
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void RenderBackend::CopyNodeMakeConnection(NodeInput* src_input, NodeInput* dst_input)
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{
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if (src_input->IsConnected()) {
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if (src_input->is_connected()) {
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Node* dst_node = CopyNodeConnections(src_input->get_connected_node());
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NodeOutput* corresponding_output = dst_node->GetOutputWithID(src_input->get_connected_output()->id());
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