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Example webgpu_tsl_editor
: Simple uv.x animation
#26368
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By the way... Could we try adding support for something like
vectorVariable.x.addAssign( something )
, based on how we have that for VarNodes?There was a problem hiding this comment.
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Interesting you think this, because I was drafting something similar but using
setXYZ()
, likenode.setX( x )
, maybenode.addX( node )
too. I think thatnode.x.addAssign()
seems more complicated.There was a problem hiding this comment.
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I like
node.x.assign/addAssign
more because it better mirrors the shader code -- i.e.var.x = something
orvar.x += something
. It also feels more understandable for me.(And to add all the
*Assign
things we should only addassign
support for SplitNode -- other*Assigns
will be supported automatically)There was a problem hiding this comment.
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It looks good 👍
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Merging now, anyway better to create a new PR for it.
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Would you rather work on it, or I work on it?
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Hmm... worries me a bit the users use just
uv0.x.addAssign( oscSine( timer ) );
instead ofconst animateUv = uv0.x.addAssign( oscSine( timer ) );
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Maybe we should just note somewhere that they should either do
const animateUv = temp( uv() ); animateUv.x.addAssign( oscSine( timer ) )
orconst uv0 = uv(); const animateUv = uv0.x.addAssign( oscSine( timer ) )
.I think you can implement this better than me 👍
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It seems that we have 3 options at now,
.set*()
,.add*()
still seems more simple for me.Thanks, but you'd do a great job all the same.
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I think we can try to support both first two options -- we can check in SplitNode whether the node it's acting on is VarNode, and if it is not it automatically makes it a such.