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@@ -15,8 +15,8 @@ function make_discard_face(kong: node_shader_t) {
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node_shader_add_texture(kong, "textrianglemap", "_textrianglemap");
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node_shader_add_constant(kong, "textrianglemap_size: float2", "_texpaint_size");
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node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size");
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- // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2(inp.x * constants.gbuffer_size.x, inp.y * constants.gbuffer_size.y)].ba;");
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- node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[uint2(uint(inp.x * constants.gbuffer_size.x), uint(inp.y * constants.gbuffer_size.y))];");
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+ // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2(constants.inp.x * constants.gbuffer_size.x, constants.inp.y * constants.gbuffer_size.y)].ba;");
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+ node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[uint2(uint(constants.inp.x * constants.gbuffer_size.x), uint(constants.inp.y * constants.gbuffer_size.y))];");
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node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;");
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node_shader_write_frag(kong, "var face_c1: float4 = textrianglemap[uint2(uint(tex_coord_inp.x * constants.textrianglemap_size.x), uint(tex_coord_inp.y * constants.textrianglemap_size.y))];");
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node_shader_write_frag(kong, "var face_c2: float4 = sample_lod(textrianglemap, sampler_linear, input.tex_coord_pick, 0.0);");
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