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Small improvement for the blend node. It still doesn't handles transparency properly.
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@ -84,7 +84,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color:
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#vec4 $(name_uv)_s2 = $s2($uv);
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#vec4 $(name_uv)_s2 = $s2($uv);
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var s2 : Color = input2.get_value(uv)
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var s2 : Color = input2.get_value(uv)
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#float $(name_uv)_a = $amount*$a($uv);
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#float $(name_uv)_a = $amount*$a($uv);
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var a : float = opacity.get_default_value(uv) * opacity.get_value(uv)
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var a : float = opacity.get_value(uv)
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#vec4(blend_$blend_type($uv, $(name_uv)_s1.rgb, $(name_uv)_s2.rgb, $(name_uv)_a*$(name_uv)_s1.a), min(1.0, $(name_uv)_s2.a+$(name_uv)_a*$(name_uv)_s1.a))
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#vec4(blend_$blend_type($uv, $(name_uv)_s1.rgb, $(name_uv)_s2.rgb, $(name_uv)_a*$(name_uv)_s1.a), min(1.0, $(name_uv)_s2.a+$(name_uv)_a*$(name_uv)_s1.a))
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