Refactor depth surface handling and unify depth sampling rules
- Removed the `always_vertex` parameter from `build_surface_camera` to streamline depth sampling for cutouts and ensure consistent behavior across depth plane and panorama. - Updated depth sampling logic to ensure that all free boundary points, including the original frame of the depth plane, use neighboring face depth instead of their own texture sampling. - Adjusted the depth mask deletion process to operate on faces rather than points, eliminating the need for additional cleanup of dangling edges. - Ensured that the cutout rules are consistently applied across all relevant nodes, removing exceptions and simplifying the logic. - Updated tests to verify the new behavior, ensuring that cutout points follow the depth of adjacent faces and that the original frame maintains its depth sampling. - Refactored geometry handling in multiple depth-related nodes to improve clarity and maintainability.
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@@ -13,8 +13,8 @@ def test_alpha_curve_preserves_endpoints_and_suppresses_soft_edges(image_layer):
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if item.item_type == "SOCKET" and item.in_out == "INPUT"
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}
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assert list(inputs) == [
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"Color", "Alpha", "Normal", "Bump Scale", "Alpha Fix",
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"Normal Scale", "Object Space",
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"Color", "Alpha", "Normal", "Normal Scale", "Bump Scale",
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"Alpha Fix", "Object Space",
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]
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strength = inputs["Alpha Fix"]
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output = next(node for node in image_layer.nodes if node.type == "GROUP_OUTPUT")
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