Format code for shader generators
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@@ -8,7 +8,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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{
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switch (node->TypeID)
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{
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// Texture
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// Texture
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case 1:
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{
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// Check if texture has been selected
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@@ -28,11 +28,11 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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}
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break;
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}
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// TexCoord
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// TexCoord
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case 2:
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value = getUVs;
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break;
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// Cube Texture
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// Cube Texture
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case 3:
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{
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// Check if texture has been selected
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@@ -52,7 +52,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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}
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break;
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}
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// Normal Map
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// Normal Map
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case 4:
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{
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// Check if texture has been selected
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@@ -72,7 +72,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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}
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break;
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}
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// Parallax Occlusion Mapping
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// Parallax Occlusion Mapping
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case 5:
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{
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auto heightTextureBox = node->GetBox(4);
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@@ -163,7 +163,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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value = result;
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break;
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}
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// Scene Texture
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// Scene Texture
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case 6:
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{
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// Get texture type
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@@ -267,7 +267,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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}
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break;
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}
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// Scene Color
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// Scene Color
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case 7:
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{
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// Sample scene color texture
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@@ -275,13 +275,13 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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sampleTexture(node, value, box, ¶m);
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break;
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}
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// Scene Depth
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// Scene Depth
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case 8:
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{
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sampleSceneDepth(node, value, box);
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break;
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}
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// Sample Texture
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// Sample Texture
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case 9:
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{
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enum CommonSamplerType
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@@ -401,7 +401,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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value = textureBox->Cache;
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break;
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}
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// Flipbook
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// Flipbook
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case 10:
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{
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// Get input values
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