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beer's Issues

No Shader examples

I was able to download and install, however the latest version didn't come with Shader examples for me to select from, is that supposed to be downloaded separately?

include Pipelines/NPR_Pipeline.glsl preprocessor error

amd 3700x
32G
P1000
windows 10 64
blender 3.1.2
malt 1.0.0.beta


C:/Users/toloz/Desktop/face/Shader Examples/basic.mesh.glsl:3: error: Can't open include file "Pipelines/NPR_Pipeline.glsl"

#include "Pipelines/NPR_Pipeline.glsl"

from C:/Users/toloz/AppData/Local/Temp/tmpply538s7: 1:    #include "basic.mesh.glsl"

1 error in preprocessor.

where is the layer panel ?

when I install BEER I only see malt stats. but I heard
Pygments,
beer

but I heard that BEER offer some menu for layering
do I extract the Pygments or beer to the wrong folder ?

Currently I used it blender 2.83

Properly sync materials in realtime across MALT and BEER.

I noticed that when I try to use a Malt material that uses global variables that aren't referenced in some type of get method, these variables are dropped in new BEER materials.

#include "Pipelines/NPR_Pipeline.glsl"

uniform vec3 ambient_color = vec3(0.1,0.1,0.1);
uniform vec3 diffuse_color = vec3(1.0,0.1,0.1);
uniform vec3 specular_color = vec3(1.0,1.0,1.0);
uniform float roughness = 0.5;

uniform vec3 line_color = vec3(0.0,0.0,0.0);
uniform float line_width = 1.0;
uniform float line_depth_threshold = 0.5;
uniform float line_normal_threshold = 1.0;

void COMMON_PIXEL_SHADER(Surface S, inout PixelOutput PO)
{
   ...
}

All of these global variables show up as settings to be edited in a Malt material:
Screenshot 2021-12-12 210506

But are dropped in BEER Materials when used in a layer:
Screenshot 2021-12-12 212219


Unrelated, it would be cool if we had some way to rename the prefix used for the material settings (beergen1, beergen2, beergen#) don't offer much context as to what layer the settings belong to.

Edit:
I just noticed that all of these variables show up in alphabetical order in both Malt and BEER so maybe that's why it's prefixed the way it currently is?? if that is the case could a different label be used like beerlayer# or blayer# or even better blayer#__layername, (can layers be given names?) (edit: i think i should be able to edit the name via the UI layer panel but double clicking to rename does nothing)

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