ShaderNodes/InputValue: Fix output type when using Float1
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@@ -1,5 +1,5 @@
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#include <ShaderNode/ShaderGraph.hpp>
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#include <ShaderNode/DataModels/InputValue.hpp>
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#include <ShaderNode/DataModels/InputValue.hpp>
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#include <ShaderNode/ShaderGraph.hpp>
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#include <ShaderNode/DataTypes/FloatData.hpp>
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#include <ShaderNode/DataTypes/FloatData.hpp>
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#include <ShaderNode/DataTypes/VecData.hpp>
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#include <ShaderNode/DataTypes/VecData.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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@@ -170,10 +170,20 @@ std::shared_ptr<QtNodes::NodeData> InputValue::outData(QtNodes::PortIndex port)
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const auto& inputEntry = graph.GetInput(*m_currentInputIndex);
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const auto& inputEntry = graph.GetInput(*m_currentInputIndex);
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const auto& preview = graph.GetPreviewModel();
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const auto& preview = graph.GetPreviewModel();
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auto vecData = std::make_shared<VecData>(GetComponentCount(inputEntry.type));
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if (inputEntry.type == PrimitiveType::Float1)
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vecData->preview = preview.GetPreview(inputEntry.role, inputEntry.roleIndex);
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{
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auto fData = std::make_shared<FloatData>();
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fData->preview = preview.GetPreview(inputEntry.role, inputEntry.roleIndex);
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return vecData;
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return fData;
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}
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else
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{
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auto vecData = std::make_shared<VecData>(GetComponentCount(inputEntry.type));
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vecData->preview = preview.GetPreview(inputEntry.role, inputEntry.roleIndex);
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return vecData;
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}
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}
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}
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QtNodes::NodeValidationState InputValue::validationState() const
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QtNodes::NodeValidationState InputValue::validationState() const
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@@ -1,2 +1 @@
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#include <ShaderNode/DataModels/InputValue.hpp>
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#include <ShaderNode/DataModels/InputValue.hpp>
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#include <array>
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