Eevee: Optimize Color Ramp node for common cases.
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@@ -802,6 +802,19 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
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outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
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}
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void valtorgb_opti_constant(float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
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{
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outcol = (fac > edge) ? color2 : color1;
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outalpha = outcol.a;
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}
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void valtorgb_opti_linear(float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
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{
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fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
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outcol = mix(color1, color2, fac);
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outalpha = outcol.a;
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}
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void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
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{
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outcol = texture(colormap, vec2(fac, layer));
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