make_discard.ts 2.9 KB

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  1. function make_discard_color_id(kong: node_shader_t) {
  2. node_shader_add_texture(kong, "texpaint_colorid"); // 1x1 picker
  3. node_shader_add_texture(kong, "texcolorid", "_texcolorid"); // color map
  4. // node_shader_write_frag(kong, "var colorid_c1: float3 = texpaint_colorid[uint2(0, 0)].rgb;");
  5. node_shader_write_frag(kong, "var colorid_c14: float4 = texpaint_colorid[uint2(uint(0), uint(0))];");
  6. node_shader_write_frag(kong, "var colorid_c1: float3 = colorid_c14.rgb;");
  7. node_shader_write_frag(kong, "var colorid_c2: float3 = sample_lod(texcolorid, sampler_linear, input.tex_coord_pick, 0.0).rgb;");
  8. // node_shader_write_frag(kong, "if (any(colorid_c1 != colorid_c2)) { discard };");
  9. node_shader_write_frag(kong, "if (colorid_c1.r != colorid_c2.r || colorid_c1.g != colorid_c2.g || colorid_c1.b != colorid_c2.b) { discard; }");
  10. }
  11. function make_discard_face(kong: node_shader_t) {
  12. node_shader_add_texture(kong, "gbuffer2");
  13. node_shader_add_texture(kong, "textrianglemap", "_textrianglemap");
  14. node_shader_add_constant(kong, "textrianglemap_size: float2", "_texpaint_size");
  15. node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size");
  16. // 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;");
  17. 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))];");
  18. node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;");
  19. 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))];");
  20. node_shader_write_frag(kong, "var face_c2: float4 = sample_lod(textrianglemap, sampler_linear, input.tex_coord_pick, 0.0);");
  21. // node_shader_write_frag(kong, "if (any(face_c1 != face_c2)) { discard; }");
  22. node_shader_write_frag(kong, "if (face_c1.x != face_c2.x || face_c1.y != face_c2.y || face_c1.z != face_c2.z || face_c1.w != face_c2.w) { discard; }");
  23. }
  24. function make_discard_uv_island(kong: node_shader_t) {
  25. node_shader_add_texture(kong, "texuvislandmap", "_texuvislandmap");
  26. node_shader_write_frag(kong, "if (sample_lod(texuvislandmap, sampler_linear, input.tex_coord_pick, 0.0).r == 0.0) { discard; }");
  27. }
  28. function make_discard_material_id(kong: node_shader_t) {
  29. kong.frag_wvpposition = true;
  30. node_shader_write_frag(kong, "var picker_sample_tc: float2 = float2(input.wvpposition.x / input.wvpposition.w, input.wvpposition.y / input.wvpposition.w) * 0.5 + 0.5;");
  31. node_shader_write_frag(kong, "picker_sample_tc.y = 1.0 - picker_sample_tc.y;");
  32. node_shader_add_texture(kong, "texpaint_nor_undo", "_texpaint_nor_undo");
  33. let matid: i32 = context_raw.materialid_picked / 255;
  34. node_shader_write_frag(kong, "if (" + matid + " != sample_lod(texpaint_nor_undo, sampler_linear, picker_sample_tc, 0.0).a) { discard; }");
  35. }