Cleanup: GPUMaterilal: Texture Node: Remove unused functions
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@ -66,8 +66,7 @@ void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2
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w2 = 1.0 - w0 - w1 - w3;
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}
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void node_tex_image_cubic_ex(
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vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha)
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void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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vec2 tex_size = vec2(textureSize(ima, 0).xy);
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@ -88,9 +87,6 @@ void node_tex_image_cubic_ex(
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final_co.xy = tc - 1.0 + f0;
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final_co.zw = tc + 1.0 + f1;
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if (do_extend == 1.0) {
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final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
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}
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final_co /= tex_size.xyxy;
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color = safe_color(textureLod(ima, final_co.xy, 0.0)) * s0.x * s0.y;
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@ -123,22 +119,6 @@ void node_tex_image_cubic_ex(
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alpha = color.a;
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}
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void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
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}
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void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
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}
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void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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/* use cubic for now */
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node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
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}
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void tex_box_sample_linear(
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vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
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{
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@ -162,32 +142,6 @@ void tex_box_sample_linear(
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color3 = texture(ima, uv);
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}
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void tex_box_sample_nearest(
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vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
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{
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/* X projection */
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vec2 uv = texco.yz;
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if (N.x < 0.0) {
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uv.x = 1.0 - uv.x;
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}
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ivec2 pix = ivec2(fract(uv.xy) * textureSize(ima, 0).xy);
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color1 = texelFetch(ima, pix, 0);
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/* Y projection */
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uv = texco.xz;
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if (N.y > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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pix = ivec2(fract(uv.xy) * textureSize(ima, 0).xy);
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color2 = texelFetch(ima, pix, 0);
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/* Z projection */
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uv = texco.yx;
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if (N.z > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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pix = ivec2(fract(uv.xy) * textureSize(ima, 0).xy);
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color3 = texelFetch(ima, pix, 0);
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}
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void tex_box_sample_cubic(
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vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
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{
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@ -197,25 +151,19 @@ void tex_box_sample_cubic(
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if (N.x < 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha);
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node_tex_image_cubic(uv.xyy, ima, color1, alpha);
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/* Y projection */
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uv = texco.xz;
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if (N.y > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha);
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node_tex_image_cubic(uv.xyy, ima, color2, alpha);
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/* Z projection */
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uv = texco.yx;
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if (N.z > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
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}
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void tex_box_sample_smart(
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vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
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{
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tex_box_sample_cubic(texco, N, ima, color1, color2, color3);
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node_tex_image_cubic(uv.xyy, ima, color3, alpha);
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}
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void tex_box_blend(
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@ -305,20 +253,6 @@ void node_tex_tile_linear(
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alpha = color.a;
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}
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void node_tex_tile_nearest(
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vec3 co, sampler2DArray ima, sampler1DArray map, out vec4 color, out float alpha)
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{
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if (node_tex_tile_lookup(co, ima, map)) {
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ivec3 pix = ivec3(fract(co.xy) * textureSize(ima, 0).xy, co.z);
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color = safe_color(texelFetch(ima, pix, 0));
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}
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else {
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color = vec4(1.0, 0.0, 1.0, 1.0);
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}
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alpha = color.a;
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}
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void node_tex_tile_cubic(
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vec3 co, sampler2DArray ima, sampler1DArray map, out vec4 color, out float alpha)
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{
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@ -353,9 +287,3 @@ void node_tex_tile_cubic(
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alpha = color.a;
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}
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void node_tex_tile_smart(
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vec3 co, sampler2DArray ima, sampler1DArray map, out vec4 color, out float alpha)
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{
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node_tex_tile_cubic(co, ima, map, color, alpha);
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}
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