make_clone.ts 1.9 KB

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  1. function make_clone_run(kong: node_shader_t) {
  2. node_shader_add_constant(kong, "clone_delta: float2", "_clone_delta");
  3. // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2((sp.xy + constants.clone_delta) * constants.gbuffer_size)].ba;");
  4. node_shader_write_frag(
  5. kong,
  6. "var tex_coord_coord: uint2 = uint2(uint((sp.x + constants.clone_delta.x) * constants.gbuffer_size.x), uint((sp.y + constants.clone_delta.y) * constants.gbuffer_size.y));");
  7. node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[tex_coord_coord];");
  8. node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;");
  9. node_shader_write_frag(kong, "var texpaint_pack_sample: float3 = sample_lod(texpaint_pack_undo, sampler_linear, tex_coord_inp, 0.0).rgb;");
  10. let base: string = "sample_lod(texpaint_undo, sampler_linear, tex_coord_inp, 0.0).rgb";
  11. let rough: string = "texpaint_pack_sample.g";
  12. let met: string = "texpaint_pack_sample.b";
  13. let occ: string = "texpaint_pack_sample.r";
  14. let nortan: string = "sample_lod(texpaint_nor_undo, sampler_linear, tex_coord_inp, 0.0).rgb";
  15. let height: string = "0.0";
  16. let opac: string = "1.0";
  17. node_shader_write_frag(kong, "var basecol: float3 = " + base + ";");
  18. node_shader_write_frag(kong, "var roughness: float = " + rough + ";");
  19. node_shader_write_frag(kong, "var metallic: float = " + met + ";");
  20. node_shader_write_frag(kong, "var occlusion: float = " + occ + ";");
  21. node_shader_write_frag(kong, "var nortan: float3 = " + nortan + ";");
  22. node_shader_write_frag(kong, "var height: float = " + height + ";");
  23. node_shader_write_frag(kong, "var mat_opacity: float = " + opac + ";");
  24. node_shader_write_frag(kong, "var opacity: float = mat_opacity * constants.brush_opacity;");
  25. if (context_raw.material.paint_emis) {
  26. node_shader_write_frag(kong, "var emis: float = 0.0;");
  27. }
  28. if (context_raw.material.paint_subs) {
  29. node_shader_write_frag(kong, "var subs: float = 0.0;");
  30. }
  31. }