refactor: Update cutout and depth handling by removing unused functions and adjusting parameters
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@@ -20,8 +20,8 @@ def remove_boundary_triangles(group, geometry):
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return delete.outputs["Geometry"]
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def taper_split_profile(group, original, geometry):
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"""Taper balloon thickness through the shared two-ring influence builder."""
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def original_boundary_field(group, original):
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"""Sample the unsplit outline in UV space after projection and separation."""
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nodes, links = group.nodes, group.links
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uv = nodes.new("GeometryNodeInputNamedAttribute")
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uv.data_type = "FLOAT_VECTOR"
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@@ -34,8 +34,13 @@ def taper_split_profile(group, original, geometry):
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links.new(original_uv.outputs["Geometry"], nearest.inputs["Geometry"])
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links.new(uv.outputs["Attribute"], nearest.inputs["Sample Position"])
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rim = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
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protected = sample_field(group, original, rim, "FLOAT", index=nearest.outputs["Index"])
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influence = boundary_influence(group, protected)
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return sample_field(group, original, rim, "FLOAT", index=nearest.outputs["Index"])
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def taper_split_profile(group, geometry, original_boundary):
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"""Taper balloon thickness through the shared two-ring influence builder."""
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nodes = group.nodes
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influence = boundary_influence(group, original_boundary)
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controls = group_input(nodes, {"Depth Split"})
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band = _math(group, "MULTIPLY", influence, _math(group, "GREATER_THAN", controls.outputs["Depth Split"], 0))
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retained = _math(group, "SQRT", _math(group, "MAXIMUM", _math(group, "SUBTRACT", 1, band), 0))
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@@ -1,78 +0,0 @@
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"""Build a shared center on the original Cutout mesh."""
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from .nodes import evaluate_field, group_input, sample_field
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def vector(group, operation, first, second=None):
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node = group.nodes.new("ShaderNodeVectorMath")
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node.operation = operation
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for value, socket in ((first, node.inputs[0]), (second, node.inputs[3 if operation == "SCALE" else 1])):
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if value is None:
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continue
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if hasattr(value, "node"):
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group.links.new(value, socket)
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else:
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socket.default_value = value
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return node.outputs[0]
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def axes(group, value):
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node = group.nodes.new("ShaderNodeSeparateXYZ")
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group.links.new(value, node.inputs[0])
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return node.outputs
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def combine(group, x, y, z=0):
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node = group.nodes.new("ShaderNodeCombineXYZ")
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for value, socket in zip((x, y, z), node.inputs):
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if hasattr(value, "node"):
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group.links.new(value, socket)
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else:
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socket.default_value = value
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return node.outputs[0]
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def set_position(group, geometry, position):
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node = group.nodes.new("GeometryNodeSetPosition")
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group.links.new(geometry, node.inputs["Geometry"])
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group.links.new(position, node.inputs["Position"])
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return node.outputs[0]
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def sample_surface(group, geometry, value, data_type, domain_position, query):
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"""Keep point indices on points before the face interpolation adapts domains."""
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field = evaluate_field(group, sample_field(group, geometry, value, data_type), data_type, "POINT")
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flat = set_position(group, geometry, domain_position)
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sample = group.nodes.new("GeometryNodeSampleNearestSurface")
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sample.data_type = data_type
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group.links.new(flat, sample.inputs["Mesh"])
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group.links.new(field, sample.inputs["Value"])
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group.links.new(query, sample.inputs["Sample Position"])
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return sample.outputs[0]
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def build_center_surface(group, unsplit):
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"""Smooth the unsplit displaced surface without moving its XY coordinates."""
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nodes, links = group.nodes, group.links
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controls = group_input(nodes, {"Center Smooth"})
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position = nodes.new("GeometryNodeInputPosition").outputs[0]
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components = axes(group, position)
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uv = nodes.new("GeometryNodeInputNamedAttribute")
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uv.data_type = "FLOAT_VECTOR"
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uv.inputs["Name"].default_value = "UVMap"
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coordinates = uv.outputs["Attribute"]
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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links.new(components["Z"], blur.inputs["Value"])
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links.new(controls.outputs["Center Smooth"], blur.inputs["Iterations"])
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support = set_position(group, unsplit, combine(group, components["X"], components["Y"], blur.outputs[0]))
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height = sample_surface(group, support, components["Z"], "FLOAT", coordinates, coordinates)
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normal = nodes.new("GeometryNodeInputNormal").outputs[0]
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normal_blur = nodes.new("GeometryNodeBlurAttribute")
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normal_blur.data_type = "FLOAT_VECTOR"
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links.new(evaluate_field(group, normal, "FLOAT_VECTOR", "POINT"), normal_blur.inputs["Value"])
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links.new(controls.outputs["Center Smooth"], normal_blur.inputs["Iterations"])
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normal = normal_blur.outputs[0]
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normal = vector(group, "NORMALIZE", sample_surface(group, support, normal, "FLOAT_VECTOR", coordinates, coordinates))
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return {"geometry": support, "preview": support, "height": height, "normal": normal}
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@@ -1,98 +0,0 @@
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"""Adapt camera depth along the original outline with batched weight updates."""
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from .boundary_smoothing import boundary_influence, reconstruct_camera_depth
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from .depth_surface import CUT_ATTRIBUTE, _math, ray_distance
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from .nodes import evaluate_field, group_input, read_float_attribute, sample_field
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from .smoothing import edge_boundary_field
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def _outline_influence(group, original, geometry):
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"""Identify original outline points and protect split boundary intersections."""
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nodes, links = group.nodes, group.links
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rim = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
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nearest = nodes.new("GeometryNodeSampleNearest")
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nearest.domain = "POINT"
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links.new(original, nearest.inputs["Geometry"])
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position = nodes.new("GeometryNodeInputPosition").outputs["Position"]
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links.new(position, nearest.inputs["Sample Position"])
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original_rim = sample_field(group, original, rim, "FLOAT", index=nearest.outputs["Index"])
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original_rim = _math(group, "GREATER_THAN", original_rim, 0)
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cut = _math(group, "GREATER_THAN", read_float_attribute(group, CUT_ATTRIBUTE), 0)
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protected = _math(group, "MULTIPLY", _math(group, "GREATER_THAN", rim, 0),
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_math(group, "MAXIMUM", cut, _math(group, "SUBTRACT", 1, original_rim)))
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# Resolve planar correspondence before replacing positions with camera depth.
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return sample_field(group, geometry, boundary_influence(group, protected), "FLOAT")
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def smooth_outline_camera(group, original, geometry, camera, uniform_scale):
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"""Update outline weights and blur ray distance in fixed-weight batches."""
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nodes, links = group.nodes, group.links
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controls = group_input(nodes, {"Outline Depth Fix", "Boundary Smooth"})
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influence = _outline_influence(group, original, geometry)
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depth = ray_distance(group, camera)
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endpoints = nodes.new("GeometryNodeInputMeshEdgeVertices")
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length = nodes.new("ShaderNodeVectorMath")
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length.operation = "DISTANCE"
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links.new(endpoints.outputs["Position 1"], length.inputs[0])
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links.new(endpoints.outputs["Position 2"], length.inputs[1])
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statistic = nodes.new("GeometryNodeAttributeStatistic")
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statistic.data_type, statistic.domain = "FLOAT", "EDGE"
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links.new(geometry, statistic.inputs["Geometry"])
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links.new(length.outputs["Value"], statistic.inputs["Attribute"])
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scale = _math(group, "DIVIDE", uniform_scale,
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_math(group, "MAXIMUM", statistic.outputs["Median"], 1e-8))
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seed = nodes.new("ShaderNodeCombineXYZ")
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links.new(depth, seed.inputs["Z"])
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carrier = nodes.new("GeometryNodeSetPosition")
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links.new(geometry, carrier.inputs["Geometry"])
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links.new(seed.outputs[0], carrier.inputs["Position"])
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repeat_output = nodes.new("GeometryNodeRepeatOutput")
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repeat_input = nodes.new("GeometryNodeRepeatInput")
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repeat_input.pair_with_output(repeat_output)
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links.new(carrier.outputs[0], repeat_input.inputs["Geometry"])
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links.new(controls.outputs["Outline Depth Fix"], repeat_input.inputs["Iterations"])
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position = nodes.new("GeometryNodeInputPosition")
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current = nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], current.inputs[0])
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reference = nodes.new("GeometryNodeBlurAttribute")
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reference.data_type = "FLOAT"
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reference.inputs["Iterations"].default_value = 1
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reference.inputs["Weight"].default_value = 0.5
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links.new(current.outputs["Z"], reference.inputs["Value"])
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residual = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", current.outputs["Z"], reference.outputs[0]))
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ratio = _math(group, "MULTIPLY", residual, scale)
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weight = nodes.new("ShaderNodeMapRange")
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weight.interpolation_type, weight.clamp = "SMOOTHSTEP", True
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weight.inputs["From Min"].default_value = 0.25
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weight.inputs["From Max"].default_value = 0.5
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links.new(ratio, weight.inputs["Value"])
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active = _math(group, "MULTIPLY", influence, _math(group, "GREATER_THAN", depth, 1e-8))
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active = sample_field(group, geometry, active, "FLOAT")
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weighted = _math(group, "MULTIPLY", weight.outputs[0], active)
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# Sampling the round's input prevents the inner Blur from updating its weight.
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frozen = sample_field(group, repeat_input.outputs["Geometry"], weighted, "FLOAT")
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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links.new(current.outputs["Z"], blur.inputs["Value"])
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links.new(frozen, blur.inputs["Weight"])
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links.new(controls.outputs["Boundary Smooth"], blur.inputs["Iterations"])
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updated = nodes.new("ShaderNodeCombineXYZ")
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links.new(blur.outputs[0], updated.inputs["Z"])
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move = nodes.new("GeometryNodeSetPosition")
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links.new(repeat_input.outputs["Geometry"], move.inputs["Geometry"])
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links.new(updated.outputs[0], move.inputs["Position"])
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links.new(move.outputs[0], repeat_output.inputs["Geometry"])
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result = sample_field(group, repeat_output.outputs["Geometry"], current.outputs["Z"], "FLOAT")
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enabled = _math(group, "MULTIPLY", active,
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_math(group, "MULTIPLY", controls.outputs["Outline Depth Fix"],
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controls.outputs["Boundary Smooth"]))
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choose = nodes.new("GeometryNodeSwitch")
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choose.input_type = "FLOAT"
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links.new(enabled, choose.inputs["Switch"])
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links.new(depth, choose.inputs["False"])
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links.new(result, choose.inputs["True"])
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return reconstruct_camera_depth(group, camera, depth, choose.outputs[0])
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