accleratedjob: simplified function calls
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@@ -99,8 +99,8 @@ void TransformDistortNode::Value(const NodeValueRow &value, const NodeGlobals &g
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if (!real_matrix.isIdentity()) {
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// The matrix will transform things
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ShaderJob job;
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job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(texture), this));
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job.InsertValue(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, real_matrix, this));
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job.Insert(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(texture), this));
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job.Insert(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, real_matrix, this));
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job.SetInterpolation(QStringLiteral("ove_maintex"), static_cast<Texture::Interpolation>(value[kInterpolationInput].toInt()));
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// FIXME: This should be optimized, we can use matrix math to determine if this operation will
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