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Float

Definition


-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:56
  function M.Float(x) return x end

Callers

@/lua/ge/extensions/editor/multiSpawnManager.lua

  colorTbl.clr[0] = im.Float(paint.baseColor[1] or 1)
  colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
  colorTbl.clr[0] = im.Float(paint.baseColor[1] or 1)
  colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
  colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
  colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
  colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
  colorTbl.clr[3] = im.Float(paint.baseColor[4] or 1)
  colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
  colorTbl.clr[3] = im.Float(paint.baseColor[4] or 1)
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
    self.color = im.ArrayFloat(4)
    self.color[0] = im.Float(elem.color.x)
    self.color[1] = im.Float(elem.color.y)
    self.color[0] = im.Float(elem.color.x)
    self.color[1] = im.Float(elem.color.y)
    self.color[2] = im.Float(elem.color.z)
    self.color[1] = im.Float(elem.color.y)
    self.color[2] = im.Float(elem.color.z)
    self.color[3] = im.Float(1)
    self.color[2] = im.Float(elem.color.z)
    self.color[3] = im.Float(1)
    self.fields = {}
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
    im.PushItemWidth(200)
    pos[0] = im.Float(self.rotation.x)
    pos[1] = im.Float(self.rotation.y)
    pos[0] = im.Float(self.rotation.x)
    pos[1] = im.Float(self.rotation.y)
    pos[2] = im.Float(self.rotation.z)
    pos[1] = im.Float(self.rotation.y)
    pos[2] = im.Float(self.rotation.z)
    pos[3] = im.Float(self.rotation.w)
    pos[2] = im.Float(self.rotation.z)
    pos[3] = im.Float(self.rotation.w)
    if im.DragFloat4("##pos"..self.id,pos, 0.5) then
@/lua/ge/extensions/editor/slotTrafficEditor.lua
      local posArray = im.ArrayFloat(3)
      posArray[0] = im.Float(node.pos.x)
      posArray[1] = im.Float(node.pos.y)
      posArray[0] = im.Float(node.pos.x)
      posArray[1] = im.Float(node.pos.y)
      posArray[2] = im.Float(node.pos.z)
      posArray[1] = im.Float(node.pos.y)
      posArray[2] = im.Float(node.pos.z)
      editor.uiInputFloat3("Position", posArray, nil, nil, editEnded)
@/lua/ge/extensions/editor/flowgraph/properties.lua
      cdata[path] = im.ArrayFloat(3)
      cdata[path][0] = im.Float(v[1])
      cdata[path][1] = im.Float(v[2])
      cdata[path][0] = im.Float(v[1])
      cdata[path][1] = im.Float(v[2])
      cdata[path][2] = im.Float(v[3])
      cdata[path][1] = im.Float(v[2])
      cdata[path][2] = im.Float(v[3])
    end
      cdata[path] = im.ArrayFloat(4)
      cdata[path][0] = im.Float(v[1])
      cdata[path][1] = im.Float(v[2])
      cdata[path][0] = im.Float(v[1])
      cdata[path][1] = im.Float(v[2])
      cdata[path][2] = im.Float(v[3])
      cdata[path][1] = im.Float(v[2])
      cdata[path][2] = im.Float(v[3])
      cdata[path][3] = im.Float(v[4])
      cdata[path][2] = im.Float(v[3])
      cdata[path][3] = im.Float(v[4])
    end
        }
        cdata[path].clr[0] = im.Float(v[1])
        cdata[path].clr[1] = im.Float(v[2])
        cdata[path].clr[0] = im.Float(v[1])
        cdata[path].clr[1] = im.Float(v[2])
        cdata[path].clr[2] = im.Float(v[3])
        cdata[path].clr[1] = im.Float(v[2])
        cdata[path].clr[2] = im.Float(v[3])
        cdata[path].clr[3] = im.Float(v[4])
        cdata[path].clr[2] = im.Float(v[3])
        cdata[path].clr[3] = im.Float(v[4])
        cdata[path].pbr[1] = im.FloatPtr(v[5] or 0.5)
        cdata[path] = im.ArrayFloat(4)
        cdata[path][0] = im.Float(v[1])
        cdata[path][1] = im.Float(v[2])
        cdata[path][0] = im.Float(v[1])
        cdata[path][1] = im.Float(v[2])
        cdata[path][2] = im.Float(v[3])
        cdata[path][1] = im.Float(v[2])
        cdata[path][2] = im.Float(v[3])
        cdata[path][3] = im.Float(v[4])
        cdata[path][2] = im.Float(v[3])
        cdata[path][3] = im.Float(v[4])
      end
  local val = item.customColor or item.color
  imVal[0] = im.Float(val.x)
  imVal[1] = im.Float(val.y)
  imVal[0] = im.Float(val.x)
  imVal[1] = im.Float(val.y)
  imVal[2] = im.Float(val.z)
  imVal[1] = im.Float(val.y)
  imVal[2] = im.Float(val.z)
  imVal[3] = im.Float(val.w)
  imVal[2] = im.Float(val.z)
  imVal[3] = im.Float(val.w)
  self._editCustomProperties.color = imVal
  val = item.iconColor or item.customIconColor
  imVal[0] = im.Float(val.x)
  imVal[1] = im.Float(val.y)
  imVal[0] = im.Float(val.x)
  imVal[1] = im.Float(val.y)
  imVal[2] = im.Float(val.z)
  imVal[1] = im.Float(val.y)
  imVal[2] = im.Float(val.z)
  imVal[3] = im.Float(val.w)
  imVal[2] = im.Float(val.z)
  imVal[3] = im.Float(val.w)
  self._editCustomProperties.iconColor = imVal
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
    im.PushItemWidth(150)
    pos[0] = im.Float(self.position.x)
    pos[1] = im.Float(self.position.y)
    pos[0] = im.Float(self.position.x)
    pos[1] = im.Float(self.position.y)
    pos[2] = im.Float(self.position.z)
    pos[1] = im.Float(self.position.y)
    pos[2] = im.Float(self.position.z)
    if im.DragFloat3("##pos"..self.id,pos, 0.5) then
@/lua/ge/extensions/flowgraph/basenode.lua
          local c = rainbowColor(10,11-clr,1)
          comment.backgroundColor[0] = im.Float(0.125+c[1]*0.75)
          comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
          comment.backgroundColor[0] = im.Float(0.125+c[1]*0.75)
          comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
          comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
          comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
          comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
          comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
          comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
          comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
          comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
          comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
          comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
          comment.borderColor[2] = im.Float(0.75+c[3]*0.25)
          comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
          comment.borderColor[2] = im.Float(0.75+c[3]*0.25)
          comment:refreshColors()
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
  self.backgroundColor = im.ArrayFloat(4)
  self.backgroundColor[0] = im.Float(0.5)
  self.backgroundColor[1] = im.Float(0.5)
  self.backgroundColor[0] = im.Float(0.5)
  self.backgroundColor[1] = im.Float(0.5)
  self.backgroundColor[2] = im.Float(0.5)
  self.backgroundColor[1] = im.Float(0.5)
  self.backgroundColor[2] = im.Float(0.5)
  self.backgroundColor[3] = im.Float(0.5)
  self.backgroundColor[2] = im.Float(0.5)
  self.backgroundColor[3] = im.Float(0.5)
  self.bgColorVec4 = im.ImVec4(0,0,0,0)
  self.borderColor = im.ArrayFloat(4)
  self.borderColor[0] = im.Float(0.8)
  self.borderColor[1] = im.Float(0.8)
  self.borderColor[0] = im.Float(0.8)
  self.borderColor[1] = im.Float(0.8)
  self.borderColor[2] = im.Float(0.8)
  self.borderColor[1] = im.Float(0.8)
  self.borderColor[2] = im.Float(0.8)
  self.borderColor[3] = im.Float(1)
  self.borderColor[2] = im.Float(0.8)
  self.borderColor[3] = im.Float(1)
  self.borderColorVec4 = im.ImVec4(0,0,0,0)
  self.textColor = im.ArrayFloat(4)
  self.textColor[0] = im.Float(1)
  self.textColor[1] = im.Float(1)
  self.textColor[0] = im.Float(1)
  self.textColor[1] = im.Float(1)
  self.textColor[2] = im.Float(1)
  self.textColor[1] = im.Float(1)
  self.textColor[2] = im.Float(1)
  self.textColor[3] = im.Float(1)
  self.textColor[2] = im.Float(1)
  self.textColor[3] = im.Float(1)
  self.textColorVec4 = im.ImVec4(0,0,0,0)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local trackPositionValues = {position = im.ArrayFloat(3), rotation = im.FloatPtr(0) }
trackPositionValues.position[0] = im.Float(0)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[0] = im.Float(0)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[2] = im.Float(15)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[2] = im.Float(15)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua

        inputBaseTranslationGlobal[0] = im.Float(0)
        inputBaseTranslationGlobal[1] = im.Float(0)
        inputBaseTranslationGlobal[0] = im.Float(0)
        inputBaseTranslationGlobal[1] = im.Float(0)
        inputBaseTranslationGlobal[2] = im.Float(0)
        inputBaseTranslationGlobal[1] = im.Float(0)
        inputBaseTranslationGlobal[2] = im.Float(0)

        inputBaseTranslation[0] = im.Float(0)
        inputBaseTranslation[1] = im.Float(0)
        inputBaseTranslation[0] = im.Float(0)
        inputBaseTranslation[1] = im.Float(0)
        inputBaseTranslation[2] = im.Float(0)
        inputBaseTranslation[1] = im.Float(0)
        inputBaseTranslation[2] = im.Float(0)

        inputBaseRotation[0] = im.Float(0)
        inputBaseRotation[1] = im.Float(0)
        inputBaseRotation[0] = im.Float(0)
        inputBaseRotation[1] = im.Float(0)
        inputBaseRotation[2] = im.Float(0)
        inputBaseRotation[1] = im.Float(0)
        inputBaseRotation[2] = im.Float(0)

        inputBaseRotationGlobal[0] = im.Float(0)
        inputBaseRotationGlobal[1] = im.Float(0)
        inputBaseRotationGlobal[0] = im.Float(0)
        inputBaseRotationGlobal[1] = im.Float(0)
        inputBaseRotationGlobal[2] = im.Float(0)
        inputBaseRotationGlobal[1] = im.Float(0)
        inputBaseRotationGlobal[2] = im.Float(0)

        inputBaseTranslation[0] = im.Float(baseTranslation.x)
        inputBaseTranslation[1] = im.Float(baseTranslation.y)
        inputBaseTranslation[0] = im.Float(baseTranslation.x)
        inputBaseTranslation[1] = im.Float(baseTranslation.y)
        inputBaseTranslation[2] = im.Float(baseTranslation.z)
        inputBaseTranslation[1] = im.Float(baseTranslation.y)
        inputBaseTranslation[2] = im.Float(baseTranslation.z)

        inputBaseTranslationGlobal[0] = im.Float(baseTranslationGlobal.x)
        inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
        inputBaseTranslationGlobal[0] = im.Float(baseTranslationGlobal.x)
        inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
        inputBaseTranslationGlobal[2] = im.Float(baseTranslationGlobal.z)
        inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
        inputBaseTranslationGlobal[2] = im.Float(baseTranslationGlobal.z)

        inputBaseRotation[0] = im.Float(baseRotation.x * 180.0 / math.pi)
        inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
        inputBaseRotation[0] = im.Float(baseRotation.x * 180.0 / math.pi)
        inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
        inputBaseRotation[2] = im.Float(baseRotation.z * 180.0 / math.pi)
        inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
        inputBaseRotation[2] = im.Float(baseRotation.z * 180.0 / math.pi)

        inputBaseRotationGlobal[0] = im.Float(baseRotationGlobal.x * 180.0 / math.pi)
        inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
        inputBaseRotationGlobal[0] = im.Float(baseRotationGlobal.x * 180.0 / math.pi)
        inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
        inputBaseRotationGlobal[2] = im.Float(baseRotationGlobal.z * 180.0 / math.pi)
        inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
        inputBaseRotationGlobal[2] = im.Float(baseRotationGlobal.z * 180.0 / math.pi)
@/lua/ge/extensions/editor/scriptAIEditor.lua
  if v == 0 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
  elseif v == 1 then
  if v == 0 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
  elseif v == 1 then
  if v == 0 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
  elseif v == 1 then
  elseif v == 1 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
  elseif v == 2 then
  elseif v == 1 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
  elseif v == 2 then
  elseif v == 1 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
  elseif v == 2 then
  elseif v == 2 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
  elseif v == 3 then
  elseif v == 2 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
  elseif v == 3 then
  elseif v == 2 then
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
  elseif v == 3 then
  elseif v == 3 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
  elseif v == 4 then
  elseif v == 3 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
  elseif v == 4 then
  elseif v == 3 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
  elseif v == 4 then
  elseif v == 4 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
  else
  elseif v == 4 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
  else
  elseif v == 4 then
    col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
  else
  else
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
  end
  else
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
  end
  else
    col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
  end
    c = im.ArrayFloat(3)
    c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
  else
    c = im.ArrayFloat(3)
    c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
  else
    c = im.ArrayFloat(3)
    c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
  else
@/lua/ge/extensions/flowgraph/nodes/types/color.lua
      }
      self.colorData.clr[0] = im.Float(self.clr[1])
      self.colorData.clr[1] = im.Float(self.clr[2])
      self.colorData.clr[0] = im.Float(self.clr[1])
      self.colorData.clr[1] = im.Float(self.clr[2])
      self.colorData.clr[2] = im.Float(self.clr[3])
      self.colorData.clr[1] = im.Float(self.clr[2])
      self.colorData.clr[2] = im.Float(self.clr[3])
      self.colorData.clr[3] = im.Float(self.clr[4])
      self.colorData.clr[2] = im.Float(self.clr[3])
      self.colorData.clr[3] = im.Float(self.clr[4])
      self.colorData.pbr[1] = im.FloatPtr(self.clr[5] or 0)
@/lua/ge/extensions/editor/util/transformUtil.lua
    self.inputScl = im.ArrayFloat(3)
    self.inputScl[0] = im.Float(self.scl.x)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[0] = im.Float(self.scl.x)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[2] = im.Float(self.scl.z)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[2] = im.Float(self.scl.z)
  end
function C:updateInputFields()
  self.inputPos[0] = im.Float(self.pos.x)
  self.inputPos[1] = im.Float(self.pos.y)
  self.inputPos[0] = im.Float(self.pos.x)
  self.inputPos[1] = im.Float(self.pos.y)
  self.inputPos[2] = im.Float(self.pos.z)
  self.inputPos[1] = im.Float(self.pos.y)
  self.inputPos[2] = im.Float(self.pos.z)

  self.inputRot[0] = im.Float(self.rot.x)
  self.inputRot[1] = im.Float(self.rot.y)
  self.inputRot[0] = im.Float(self.rot.x)
  self.inputRot[1] = im.Float(self.rot.y)
  self.inputRot[2] = im.Float(self.rot.z)
  self.inputRot[1] = im.Float(self.rot.y)
  self.inputRot[2] = im.Float(self.rot.z)
  self.inputRot[3] = im.Float(self.rot.w)
  self.inputRot[2] = im.Float(self.rot.z)
  self.inputRot[3] = im.Float(self.rot.w)
  else
    self.inputScl[0] = im.Float(self.scl.x)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[0] = im.Float(self.scl.x)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[2] = im.Float(self.scl.z)
    self.inputScl[1] = im.Float(self.scl.y)
    self.inputScl[2] = im.Float(self.scl.z)
  end
    self.pos = vec3(editor.getAxisGizmoTransform():getColumn(3))
    self.inputPos[0] = im.Float(self.pos.x)
    self.inputPos[1] = im.Float(self.pos.y)
    self.inputPos[0] = im.Float(self.pos.x)
    self.inputPos[1] = im.Float(self.pos.y)
    self.inputPos[2] = im.Float(self.pos.z)
    self.inputPos[1] = im.Float(self.pos.y)
    self.inputPos[2] = im.Float(self.pos.z)
  elseif editor.getAxisGizmoMode() == editor.AxisGizmoMode_Rotate and self.allowRotate then
    end
    self.inputRot[0] = im.Float(self.rot.x)
    self.inputRot[1] = im.Float(self.rot.y)
    self.inputRot[0] = im.Float(self.rot.x)
    self.inputRot[1] = im.Float(self.rot.y)
    self.inputRot[2] = im.Float(self.rot.z)
    self.inputRot[1] = im.Float(self.rot.y)
    self.inputRot[2] = im.Float(self.rot.z)
    self.inputRot[3] = im.Float(self.rot.w)
    self.inputRot[2] = im.Float(self.rot.z)
    self.inputRot[3] = im.Float(self.rot.w)
  elseif editor.getAxisGizmoMode() == editor.AxisGizmoMode_Scale and self.allowScale then
      self.scl = self.beginDragScl:componentMul(scl)
      self.inputScl[0] = im.Float(self.scl.x)
      self.inputScl[1] = im.Float(self.scl.y)
      self.inputScl[0] = im.Float(self.scl.x)
      self.inputScl[1] = im.Float(self.scl.y)
      self.inputScl[2] = im.Float(self.scl.z)
      self.inputScl[1] = im.Float(self.scl.y)
      self.inputScl[2] = im.Float(self.scl.z)
    end
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
  local pos = im.ArrayFloat(3)
  pos[0] = im.Float(self.position.x)
  pos[1] = im.Float(self.position.y)
  pos[0] = im.Float(self.position.x)
  pos[1] = im.Float(self.position.y)
  pos[2] = im.Float(self.position.z)
  pos[1] = im.Float(self.position.y)
  pos[2] = im.Float(self.position.z)
  im.PushItemWidth(columnSize.x)
    local rot = im.ArrayFloat(4)
    rot[0] = im.Float(self.rotation.x)
    rot[1] = im.Float(self.rotation.y)
    rot[0] = im.Float(self.rotation.x)
    rot[1] = im.Float(self.rotation.y)
    rot[2] = im.Float(self.rotation.z)
    rot[1] = im.Float(self.rotation.y)
    rot[2] = im.Float(self.rotation.z)
    rot[3] = im.Float(self.rotation.w)
    rot[2] = im.Float(self.rotation.z)
    rot[3] = im.Float(self.rotation.w)
    im.PushItemWidth(columnSize.x)
    local eul = im.ArrayFloat(3)
    eul[0] = im.Float(self.euler.x/math.pi * 180)
    eul[1] = im.Float(self.euler.y/math.pi * 180)
    eul[0] = im.Float(self.euler.x/math.pi * 180)
    eul[1] = im.Float(self.euler.y/math.pi * 180)
    eul[2] = im.Float(self.euler.z/math.pi * 180)
    eul[1] = im.Float(self.euler.y/math.pi * 180)
    eul[2] = im.Float(self.euler.z/math.pi * 180)
    im.PushItemWidth(columnSize.x)
  local scl = im.ArrayFloat(3)
  scl[0] = im.Float(self.scale.x)
  scl[1] = im.Float(self.scale.y)
  scl[0] = im.Float(self.scale.x)
  scl[1] = im.Float(self.scale.y)
  scl[2] = im.Float(self.scale.z)
  scl[1] = im.Float(self.scale.y)
  scl[2] = im.Float(self.scale.z)
  im.PushItemWidth(columnSize.x)
  local clr = im.ArrayFloat(4)
  clr[0] = im.Float(self.markerColor.red)
  clr[1] = im.Float(self.markerColor.green)
  clr[0] = im.Float(self.markerColor.red)
  clr[1] = im.Float(self.markerColor.green)
  clr[2] = im.Float(self.markerColor.blue)
  clr[1] = im.Float(self.markerColor.green)
  clr[2] = im.Float(self.markerColor.blue)
  clr[3] = im.Float(self.markerColor.alpha)
  clr[2] = im.Float(self.markerColor.blue)
  clr[3] = im.Float(self.markerColor.alpha)
  im.PushItemWidth(columnSize.x)
@/lua/common/extensions/ui/flowgraph/editor.lua
    local val = displayOptions.allowEditing and variable.baseValue or variable.value
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    if im.InputFloat3("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
    local val = displayOptions.allowEditing and variable.baseValue or variable.value
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    imVal[3] = im.Float(val[4])
    imVal[2] = im.Float(val[3])
    imVal[3] = im.Float(val[4])
    if im.InputFloat4("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
    local val = displayOptions.allowEditing and variable.baseValue or variable.value
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[0] = im.Float(val[1])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    imVal[1] = im.Float(val[2])
    imVal[2] = im.Float(val[3])
    imVal[3] = im.Float(val[4])
    imVal[2] = im.Float(val[3])
    imVal[3] = im.Float(val[4])
    if im.ColorEdit4("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then