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- [Preview Panel] Fix channel selector shows up incorrectly in sdf mode.
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9c94901006
commit
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2 changed files with 13 additions and 5 deletions
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@ -1954,8 +1954,10 @@ function Panel_Preview() : PanelContent() constructor {
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draw_set_color(COLORS.panel_toolbar_separator);
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draw_set_color(COLORS.panel_toolbar_separator);
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draw_line_width(tbx + ui(12), tby - toolbar_height / 2 + ui(8), tbx + ui(12), tby + toolbar_height / 2 - ui(8), 2);
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draw_line_width(tbx + ui(12), tby - toolbar_height / 2 + ui(8), tbx + ui(12), tby + toolbar_height / 2 - ui(8), 2);
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if(d3_active) drawNodeChannel3D(tbx, tby);
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if(d3_active && _node && _node.is_3D == NODE_3D.polygon)
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else drawNodeChannel(tbx, tby);
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drawNodeChannel3D(tbx, tby);
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else
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drawNodeChannel(tbx, tby);
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} #endregion
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} #endregion
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function drawSplitView() { #region
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function drawSplitView() { #region
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@ -874,17 +874,23 @@ vec4 scene() {
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}
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}
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}
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}
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vec3 ref = reflect(dir, norm);
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vec3 bgClr = background.rgb;
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// if(useEnv == 1) {
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// vec4 refC = sampleTexture(0, equirectangularUv(norm), 0);
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// bgClr *= refC.rgb;
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// }
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
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float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
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distNorm = 1. - distNorm;
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distNorm = 1. - distNorm;
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distNorm = smoothstep(.0, .3, distNorm);
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distNorm = smoothstep(.0, .3, distNorm);
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c = mix(c * background.rgb, c, mix(1., distNorm, depthInt));
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c = mix(c * bgClr, c, mix(1., distNorm, depthInt));
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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if(useEnv == 1) {
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if(useEnv == 1) {
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vec3 ref = reflect(dir, norm);
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vec4 refC = sampleTexture(0, equirectangularUv(ref), 0);
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vec4 refC = sampleTexture(0, equirectangularUv(ref), 0);
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c = mix(c, c * refC.rgb, refl);
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c = mix(c, c * refC.rgb, refl);
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}
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}
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@ -893,7 +899,7 @@ vec4 scene() {
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vec3 light = normalize(lightPosition);
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vec3 light = normalize(lightPosition);
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float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
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float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
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c = mix(c * background.rgb, c, lamo);
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c = mix(c * bgClr, c, lamo);
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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