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Use safepower instead of power in toon shading test (#2686)
## Change Fixes: #2665 Patch toon shader to use safepower vs power for glsl and msl consistency. ## Test Test suite comparison (GLSL and MSL) now match
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resources/Materials/TestSuite/nprlib/toon_shade.mtlx

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -59,10 +59,10 @@
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<input name="in1" type="float" nodename="smooth_gradient" />
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<input name="in2" type="float" nodename="max_float" />
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</multiply>
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<power name="specular_intensity_power" type="float">
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<safepower name="specular_intensity_power" type="float">
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<input name="in1" type="float" nodename="multiply_float" />
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<input name="in2" type="float" interfacename="glossiness" />
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</power>
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</safepower>
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<convert name="specular_intensity_color" type="color3">
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<input name="in" type="float" nodename="specular_remap" />
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</convert>
@@ -117,10 +117,10 @@
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<constant name="rim_threshold" type="float">
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<input name="value" type="float" value="0.1" />
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</constant>
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<power name="rim_power" type="float">
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<safepower name="rim_power" type="float">
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<input name="in1" type="float" nodename="NdotL" />
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<input name="in2" type="float" nodename="rim_threshold" />
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</power>
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</safepower>
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<multiply name="multiply_vector4" type="vector3">
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<input name="in1" type="vector3" nodename="unit_light_direction" />
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<input name="in2" type="vector3" value="-1, -1, -1" />

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