t3du - Add Brick Texture
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@ -29,24 +29,35 @@ else:
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def parse_tex_brick(node: bpy.types.ShaderNodeTexBrick, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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state.curshader.add_function(c_functions.str_tex_brick)
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state.curshader.add_function(c_functions.str_tex_brick_blender)
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if node.inputs[0].is_linked:
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co = c.parse_vector_input(node.inputs[0])
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else:
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co = 'bposition'
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offset_amount = node.offset
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offset_frequency = node.offset_frequency
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squash_amount = node.squash
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squash_frequency = node.squash_frequency
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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col3 = c.parse_vector_input(node.inputs[3])
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scale = c.parse_value_input(node.inputs[4])
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mortar_size = c.parse_value_input(node.inputs[5])
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mortar_smooth = c.parse_value_input(node.inputs[6])
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bias = c.parse_value_input(node.inputs[7])
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brick_width = c.parse_value_input(node.inputs[8])
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row_height = c.parse_value_input(node.inputs[9])
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#res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
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# Color
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if out_socket == node.outputs[0]:
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col1 = c.parse_vector_input(node.inputs[1])
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col2 = c.parse_vector_input(node.inputs[2])
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col3 = c.parse_vector_input(node.inputs[3])
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scale = c.parse_value_input(node.inputs[4])
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res = f'tex_brick({co} * {scale}, {col1}, {col2}, {col3})'
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res = f'tex_brick_blender({co}, {col1}, {col2}, {col3}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
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# Fac
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else:
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scale = c.parse_value_input(node.inputs[4])
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res = 'tex_brick_f({0} * {1})'.format(co, scale)
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res = f'tex_brick_blender_f({co}, {col1}, {col2}, {col3}, {scale}, {mortar_size}, {mortar_smooth}, {bias}, {brick_width}, {row_height}, {offset_amount}, {offset_frequency}, {squash_amount}, {squash_frequency})'
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return res
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