Shader Nodes: Move socket defaults to node declaration
Solves the same issue that was reported in #108726.
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@@ -8,7 +8,7 @@ namespace blender::nodes::node_shader_displacement_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Float>(N_("Height")).default_value(0.0f).min(0.0f).max(1000.0f);
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b.add_input<decl::Float>(N_("Midlevel")).default_value(0.0f).min(0.0f).max(1000.0f);
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b.add_input<decl::Float>(N_("Midlevel")).default_value(0.5f).min(0.0f).max(1000.0f);
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b.add_input<decl::Float>(N_("Scale")).default_value(1.0f).min(0.0f).max(1000.0f);
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b.add_input<decl::Vector>(N_("Normal")).hide_value();
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b.add_output<decl::Vector>(N_("Displacement"));
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@@ -17,13 +17,6 @@ static void node_declare(NodeDeclarationBuilder &b)
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static void node_shader_init_displacement(bNodeTree * /*ntree*/, bNode *node)
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{
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node->custom1 = SHD_SPACE_OBJECT; /* space */
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/* Set default value here for backwards compatibility. */
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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if (STREQ(sock->name, "Midlevel")) {
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((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
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}
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}
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}
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static int gpu_shader_displacement(GPUMaterial *mat,
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@@ -30,7 +30,11 @@ static void sh_node_tex_brick_declare(NodeDeclarationBuilder &b)
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.max(0.125f)
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.default_value(0.02f)
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.no_muted_links();
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b.add_input<decl::Float>(N_("Mortar Smooth")).min(0.0f).max(1.0f).no_muted_links();
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b.add_input<decl::Float>(N_("Mortar Smooth"))
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.min(0.0f)
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.max(1.0f)
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.default_value(0.1f)
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.no_muted_links();
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b.add_input<decl::Float>(N_("Bias")).min(-1.0f).max(1.0f).no_muted_links();
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b.add_input<decl::Float>(N_("Brick Width"))
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.min(0.01f)
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@@ -78,12 +82,6 @@ static void node_shader_init_tex_brick(bNodeTree * /*ntree*/, bNode *node)
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tex->squash_freq = 2;
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node->storage = tex;
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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if (STREQ(sock->name, "Mortar Smooth")) {
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((bNodeSocketValueFloat *)sock->default_value)->value = 0.1f;
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}
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}
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}
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static int node_shader_gpu_tex_brick(GPUMaterial *mat,
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