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@@ -405,9 +405,9 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
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// Remap
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// Remap
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case 48:
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case 48:
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{
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{
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auto inVal = tryGetValue(node->GetBox(0), node->Values[0]);
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auto inVal = tryGetValue(node->GetBox(0), node->Values[0].AsFloat);
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auto rangeA = tryGetValue(node->GetBox(1), node->Values[1]);
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auto rangeA = tryGetValue(node->GetBox(1), node->Values[1].AsVector2());
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auto rangeB = tryGetValue(node->GetBox(2), node->Values[2]);
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auto rangeB = tryGetValue(node->GetBox(2), node->Values[2].AsVector2());
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// Clamp value?
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// Clamp value?
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if (node->Values[3].AsBool)
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if (node->Values[3].AsBool)
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@@ -378,7 +378,7 @@ void VisjectExecutor::ProcessGroupMath(Box* box, Node* node, Value& value)
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const Vector2 rangeA = tryGetValue(node->GetBox(1), node->Values[1]).AsVector2();
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const Vector2 rangeA = tryGetValue(node->GetBox(1), node->Values[1]).AsVector2();
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const Vector2 rangeB = tryGetValue(node->GetBox(2), node->Values[2]).AsVector2();
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const Vector2 rangeB = tryGetValue(node->GetBox(2), node->Values[2]).AsVector2();
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// Use clamp?
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// Clamp value?
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if (node->Values[3].AsBool)
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if (node->Values[3].AsBool)
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{
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{
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value = Math::Clamp(rangeB.X + (inVal - rangeA.X) * (rangeB.Y - rangeB.X) / (rangeA.Y - rangeA.X), rangeB.X, rangeB.Y);
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value = Math::Clamp(rangeB.X + (inVal - rangeA.X) * (rangeB.Y - rangeB.X) / (rangeA.Y - rangeA.X), rangeB.X, rangeB.Y);
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