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27 changes: 26 additions & 1 deletion shadertoy/NodeEditor/PipelineEditor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,22 @@ static constexpr auto initialShader = R"(void mainImage( out vec4 fragColor, in
}
)";

static constexpr auto initialCubeMap = R"(void mainCubemap( out vec4 fragColor, in vec2 fragCoord, in vec3 rayOri, in vec3 rayDir )
{
// Ray direction as color
vec3 col = 0.5 + 0.5*rayDir;

// Output to cubemap
fragColor = vec4(col,1.0);
}
)";

static constexpr auto initialBuffer = R"(void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
fragColor = vec4(0.0,0.0,1.0,1.0);
}
)";

uint32_t PipelineEditor::nextId() {
return mNextId++;
}
Expand Down Expand Up @@ -1651,7 +1667,16 @@ void PipelineEditor::loadFromShaderToy(const std::string& path) {
}

auto channel = input.at("channel").get<uint32_t>();
auto src = newShaderNodes.at(input.at("id").get<std::string>());
auto inputId = input.at("id").get<std::string>();
if(!newShaderNodes.count(inputId)) {
// Shadertoy doesn't fail when an input is missing, so we create a default dummy node
auto& inputNode = spawnShader(inputType != "cubemap" ? NodeType::Image : NodeType::CubeMap);
inputNode.editor.setText(common + (inputType == "cubemap" ? initialCubeMap : initialBuffer));
inputNode.name = inputId;
newShaderNodes.emplace(inputId, &inputNode);
}

auto src = newShaderNodes.at(inputId);
const auto idxSrc = getOrder(src->name);
if(idxSrc < idxDst) {
addLink(src, node, channel, &input);
Expand Down
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