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- function make_texcoord_run(vert: node_shader_t, frag: node_shader_t) {
- let fill_layer: bool = context_raw.layer.fill_layer != null;
- let uv_type: uv_type_t = fill_layer ? context_raw.layer.uv_type : context_raw.brush_paint;
- let decal: bool = context_raw.tool == workspace_tool_t.DECAL || context_raw.tool == workspace_tool_t.TEXT;
- let angle: f32 = context_raw.brush_angle + context_raw.brush_nodes_angle;
- let uv_angle: f32 = fill_layer ? context_raw.layer.angle : angle;
- if (uv_type == uv_type_t.PROJECT || decal) { // TexCoords - project
- node_shader_add_uniform(frag, "float brushScale", "_brushScale");
- node_shader_write_attrib(frag, "vec2 uvsp = sp.xy;");
- if (fill_layer) { // Decal layer
- node_shader_write_attrib(frag, "if (uvsp.x < 0.0 || uvsp.y < 0.0 || uvsp.x > 1.0 || uvsp.y > 1.0) discard;");
- if (uv_angle != 0.0) {
- node_shader_add_uniform(frag, "vec2 brushAngle", "_brushAngle");
- node_shader_write_attrib(frag, "uvsp = vec2(uvsp.x * brushAngle.x - uvsp.y * brushAngle.y, uvsp.x * brushAngle.y + uvsp.y * brushAngle.x);");
- }
- frag.n = true;
- node_shader_add_uniform(frag, "vec3 decalLayerNor", "_decalLayerNor");
- let dot_angle: f32 = context_raw.brush_angle_reject_dot;
- node_shader_write(frag, "if (abs(dot(n, decalLayerNor) - 1.0) > " + dot_angle + ") discard;");
- frag.wposition = true;
- node_shader_add_uniform(frag, "vec3 decalLayerLoc", "_decalLayerLoc");
- node_shader_add_uniform(frag, "float decalLayerDim", "_decalLayerDim");
- node_shader_write_attrib(frag, "if (abs(dot(decalLayerNor, decalLayerLoc - wposition)) > decalLayerDim) discard;");
- }
- else if (decal) {
- node_shader_add_uniform(frag, "vec4 decalMask", "_decalMask");
- node_shader_write_attrib(frag, "uvsp -= decalMask.xy;");
- node_shader_write_attrib(frag, "uvsp.x *= aspectRatio;");
- node_shader_write_attrib(frag, "uvsp *= 0.21 / (decalMask.w * 0.9);"); // Decal radius
- if (context_raw.brush_directional) {
- node_shader_add_uniform(frag, "vec3 brushDirection", "_brushDirection");
- node_shader_write_attrib(frag, "if (brushDirection.z == 0.0) discard;");
- node_shader_write_attrib(frag, "uvsp = vec2(uvsp.x * brushDirection.x - uvsp.y * brushDirection.y, uvsp.x * brushDirection.y + uvsp.y * brushDirection.x);");
- }
- if (uv_angle != 0.0) {
- node_shader_add_uniform(frag, "vec2 brushAngle", "_brushAngle");
- node_shader_write_attrib(frag, "uvsp = vec2(uvsp.x * brushAngle.x - uvsp.y * brushAngle.y, uvsp.x * brushAngle.y + uvsp.y * brushAngle.x);");
- }
- node_shader_add_uniform(frag, "float brushScaleX", "_brushScaleX");
- node_shader_write_attrib(frag, "uvsp.x *= brushScaleX;");
- node_shader_write_attrib(frag, "uvsp += vec2(0.5, 0.5);");
- node_shader_write_attrib(frag, "if (uvsp.x < 0.0 || uvsp.y < 0.0 || uvsp.x > 1.0 || uvsp.y > 1.0) discard;");
- }
- else {
- node_shader_write_attrib(frag, "uvsp.x *= aspectRatio;");
- if (uv_angle != 0.0) {
- node_shader_add_uniform(frag, "vec2 brushAngle", "_brushAngle");
- node_shader_write_attrib(frag, "uvsp = vec2(uvsp.x * brushAngle.x - uvsp.y * brushAngle.y, uvsp.x * brushAngle.y + uvsp.y * brushAngle.x);");
- }
- }
- node_shader_write_attrib(frag, "vec2 texCoord = uvsp * brushScale;");
- }
- else if (uv_type == uv_type_t.UVMAP) { // TexCoords - uvmap
- node_shader_add_uniform(vert, "float brushScale", "_brushScale");
- node_shader_add_out(vert, "vec2 texCoord");
- node_shader_write(vert, "texCoord = tex * brushScale;");
- if (uv_angle > 0.0) {
- node_shader_add_uniform(vert, "vec2 brushAngle", "_brushAngle");
- node_shader_write(vert, "texCoord = vec2(texCoord.x * brushAngle.x - texCoord.y * brushAngle.y, texCoord.x * brushAngle.y + texCoord.y * brushAngle.x);");
- }
- }
- else { // TexCoords - triplanar
- frag.wposition = true;
- frag.n = true;
- node_shader_add_uniform(frag, "float brushScale", "_brushScale");
- node_shader_write_attrib(frag, "vec3 triWeight = wnormal * wnormal;"); // n * n
- node_shader_write_attrib(frag, "float triMax = max(triWeight.x, max(triWeight.y, triWeight.z));");
- node_shader_write_attrib(frag, "triWeight = max(triWeight - triMax * 0.75, 0.0);");
- node_shader_write_attrib(frag, "vec3 texCoordBlend = triWeight * (1.0 / (triWeight.x + triWeight.y + triWeight.z));");
- node_shader_write_attrib(frag, "vec2 texCoord = wposition.yz * brushScale * 0.5;");
- node_shader_write_attrib(frag, "vec2 texCoord1 = wposition.xz * brushScale * 0.5;");
- node_shader_write_attrib(frag, "vec2 texCoord2 = wposition.xy * brushScale * 0.5;");
- if (uv_angle != 0.0) {
- node_shader_add_uniform(frag, "vec2 brushAngle", "_brushAngle");
- node_shader_write_attrib(frag, "texCoord = vec2(texCoord.x * brushAngle.x - texCoord.y * brushAngle.y, texCoord.x * brushAngle.y + texCoord.y * brushAngle.x);");
- node_shader_write_attrib(frag, "texCoord1 = vec2(texCoord1.x * brushAngle.x - texCoord1.y * brushAngle.y, texCoord1.x * brushAngle.y + texCoord1.y * brushAngle.x);");
- node_shader_write_attrib(frag, "texCoord2 = vec2(texCoord2.x * brushAngle.x - texCoord2.y * brushAngle.y, texCoord2.x * brushAngle.y + texCoord2.y * brushAngle.x);");
- }
- }
- }
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