ShaderEditor: Add VecDot
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d3db22ce22
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#include <ShaderNode/DataModels/VecDot.hpp>
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#include <Nazara/Renderer/ShaderAst.hpp>
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VecDot::VecDot(ShaderGraph& graph) :
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ShaderNode(graph)
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{
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m_output = std::make_shared<FloatData>();
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UpdateOutput();
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}
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Nz::ShaderAst::ExpressionPtr VecDot::GetExpression(Nz::ShaderAst::ExpressionPtr* expressions, std::size_t count) const
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{
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assert(count == 2);
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using namespace Nz::ShaderAst;
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return BinaryFunc::Build(BinaryIntrinsic::DotProduct, expressions[0], expressions[1]);
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}
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QString VecDot::caption() const
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{
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static QString caption = "Vector dot";
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return caption;
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}
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QString VecDot::name() const
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{
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static QString name = "vec_dot";
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return name;
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}
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QtNodes::NodeDataType VecDot::dataType(QtNodes::PortType portType, QtNodes::PortIndex portIndex) const
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{
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switch (portType)
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{
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case QtNodes::PortType::In:
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{
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assert(portIndex == 0 || portIndex == 1);
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return VecData::Type();
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}
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case QtNodes::PortType::Out:
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{
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assert(portIndex == 0);
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return FloatData::Type();
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}
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}
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assert(false);
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throw std::runtime_error("Invalid port type");
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}
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unsigned int VecDot::nPorts(QtNodes::PortType portType) const
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{
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switch (portType)
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{
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case QtNodes::PortType::In: return 2;
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case QtNodes::PortType::Out: return 1;
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}
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assert(false);
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throw std::runtime_error("Invalid port type");
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}
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std::shared_ptr<QtNodes::NodeData> VecDot::outData(QtNodes::PortIndex port)
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{
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assert(port == 0);
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return m_output;
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}
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void VecDot::setInData(std::shared_ptr<QtNodes::NodeData> value, int index)
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{
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assert(index == 0 || index == 1);
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std::shared_ptr<VecData> castedValue;
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if (value)
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{
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assert(dynamic_cast<VecData*>(value.get()) != nullptr);
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castedValue = std::static_pointer_cast<VecData>(value);
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}
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if (index == 0)
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m_lhs = std::move(castedValue);
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else
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m_rhs = std::move(castedValue);
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UpdateOutput();
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}
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QtNodes::NodeValidationState VecDot::validationState() const
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{
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if (!m_lhs || !m_rhs)
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return QtNodes::NodeValidationState::Error;
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if (m_lhs->componentCount != m_rhs->componentCount)
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return QtNodes::NodeValidationState::Error;
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return QtNodes::NodeValidationState::Valid;
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}
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QString VecDot::validationMessage() const
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{
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if (!m_lhs || !m_rhs)
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return "Missing operands";
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if (m_lhs->componentCount != m_rhs->componentCount)
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return "Incompatible components count (left has " + QString::number(m_lhs->componentCount) + ", right has " + QString::number(m_rhs->componentCount) + ")";
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return QString();
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}
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bool VecDot::ComputePreview(QPixmap& pixmap)
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{
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if (validationState() != QtNodes::NodeValidationState::Valid)
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return false;
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pixmap = QPixmap::fromImage(m_output->preview);
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return true;
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}
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void VecDot::UpdateOutput()
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{
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if (validationState() != QtNodes::NodeValidationState::Valid)
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{
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m_output->preview = QImage(1, 1, QImage::Format_RGBA8888);
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m_output->preview.fill(QColor::fromRgb(0, 0, 0, 0));
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return;
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}
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const QImage& leftPreview = m_lhs->preview;
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const QImage& rightPreview = m_rhs->preview;
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int maxWidth = std::max(leftPreview.width(), rightPreview.width());
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int maxHeight = std::max(leftPreview.height(), rightPreview.height());
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// Exploit COW
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QImage leftResized = leftPreview;
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if (leftResized.width() != maxWidth || leftResized.height() != maxHeight)
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leftResized = leftResized.scaled(maxWidth, maxHeight);
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QImage rightResized = rightPreview;
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if (rightResized.width() != maxWidth || rightResized.height() != maxHeight)
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rightResized = rightResized.scaled(maxWidth, maxHeight);
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m_output->preview = QImage(maxWidth, maxHeight, QImage::Format_RGBA8888);
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const uchar* left = leftResized.constBits();
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const uchar* right = rightPreview.constBits();
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uchar* output = m_output->preview.bits();
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std::size_t pixelCount = maxWidth * maxHeight;
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for (std::size_t i = 0; i < pixelCount; ++i)
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{
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unsigned int acc = 0;
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for (std::size_t j = 0; j < m_lhs->componentCount; ++j)
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acc += left[j] * right[j] / 255;
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unsigned int result = static_cast<std::uint8_t>(std::min(acc, 255U));
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for (std::size_t j = 0; j < 3; ++j)
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*output++ = result;
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*output++ = 255; //< leave alpha at maximum
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left += 4;
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right += 4;
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}
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Q_EMIT dataUpdated(0);
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UpdatePreview();
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}
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@ -0,0 +1,43 @@
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#pragma once
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#ifndef NAZARA_SHADERNODES_VECDOT_HPP
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#define NAZARA_SHADERNODES_VECDOT_HPP
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#include <ShaderNode/DataModels/ShaderNode.hpp>
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#include <ShaderNode/DataTypes/FloatData.hpp>
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#include <ShaderNode/DataTypes/VecData.hpp>
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class VecDot : public ShaderNode
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{
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public:
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VecDot(ShaderGraph& graph);
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~VecDot() = default;
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Nz::ShaderAst::ExpressionPtr GetExpression(Nz::ShaderAst::ExpressionPtr* expressions, std::size_t count) const override;
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QString caption() const override;
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QString name() const override;
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unsigned int nPorts(QtNodes::PortType portType) const override;
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QtNodes::NodeDataType dataType(QtNodes::PortType portType, QtNodes::PortIndex portIndex) const override;
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std::shared_ptr<QtNodes::NodeData> outData(QtNodes::PortIndex port) override;
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void setInData(std::shared_ptr<QtNodes::NodeData> value, int index) override;
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QtNodes::NodeValidationState validationState() const override;
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QString validationMessage() const override;
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private:
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bool ComputePreview(QPixmap& pixmap) override;
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void UpdateOutput();
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std::shared_ptr<VecData> m_lhs;
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std::shared_ptr<VecData> m_rhs;
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std::shared_ptr<FloatData> m_output;
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};
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#include <ShaderNode/DataModels/VecDot.inl>
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#endif
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@ -0,0 +1 @@
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#include <ShaderNode/DataModels/VecDot.hpp>
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@ -8,6 +8,7 @@
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#include <ShaderNode/DataModels/ShaderNode.hpp>
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#include <ShaderNode/DataModels/ShaderNode.hpp>
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#include <ShaderNode/DataModels/TextureValue.hpp>
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#include <ShaderNode/DataModels/TextureValue.hpp>
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#include <ShaderNode/DataModels/VecBinOp.hpp>
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#include <ShaderNode/DataModels/VecBinOp.hpp>
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#include <ShaderNode/DataModels/VecDot.hpp>
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#include <ShaderNode/DataModels/VecValue.hpp>
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#include <ShaderNode/DataModels/VecValue.hpp>
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#include <ShaderNode/Previews/QuadPreview.hpp>
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#include <ShaderNode/Previews/QuadPreview.hpp>
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#include <QtCore/QDebug>
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#include <QtCore/QDebug>
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@ -400,6 +401,7 @@ std::shared_ptr<QtNodes::DataModelRegistry> ShaderGraph::BuildRegistry()
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RegisterShaderNode<TextureValue>(*this, registry, "Texture");
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RegisterShaderNode<TextureValue>(*this, registry, "Texture");
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RegisterShaderNode<VecAdd>(*this, registry, "Vector operations");
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RegisterShaderNode<VecAdd>(*this, registry, "Vector operations");
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RegisterShaderNode<VecDiv>(*this, registry, "Vector operations");
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RegisterShaderNode<VecDiv>(*this, registry, "Vector operations");
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RegisterShaderNode<VecDot>(*this, registry, "Vector operations");
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RegisterShaderNode<VecMul>(*this, registry, "Vector operations");
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RegisterShaderNode<VecMul>(*this, registry, "Vector operations");
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RegisterShaderNode<VecSub>(*this, registry, "Vector operations");
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RegisterShaderNode<VecSub>(*this, registry, "Vector operations");
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RegisterShaderNode<Vec2Value>(*this, registry, "Constants");
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RegisterShaderNode<Vec2Value>(*this, registry, "Constants");
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