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											2025-03-15 07:22:49 +00:00
										 |  |  | import bpy | 
					
						
							|  |  |  | 
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							|  |  |  | import lnx.material.shader as shader | 
					
						
							|  |  |  | import lnx.material.mat_state as mat_state | 
					
						
							|  |  |  | import lnx.material.mat_utils as mat_utils | 
					
						
							|  |  |  | import lnx.utils | 
					
						
							|  |  |  | 
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							|  |  |  | if lnx.is_reload(__name__): | 
					
						
							|  |  |  |     shader = lnx.reload_module(shader) | 
					
						
							|  |  |  |     lnx.utils = lnx.reload_module(lnx.utils) | 
					
						
							|  |  |  | else: | 
					
						
							|  |  |  |     lnx.enable_reload(__name__) | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | def write(vert: shader.Shader, frag: shader.Shader): | 
					
						
							|  |  |  |     wrd = bpy.data.worlds['Lnx'] | 
					
						
							|  |  |  |     rpdat = lnx.utils.get_rp() | 
					
						
							|  |  |  |     blend = mat_state.material.lnx_blending | 
					
						
							|  |  |  |     parse_opacity = blend or mat_utils.is_transluc(mat_state.material) | 
					
						
							|  |  |  |     is_mobile = rpdat.lnx_material_model == 'Mobile' | 
					
						
							|  |  |  |     is_shadows = '_ShadowMap' in wrd.world_defs | 
					
						
							|  |  |  |     is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs | 
					
						
							|  |  |  |     is_single_atlas = '_SingleAtlas' in wrd.world_defs | 
					
						
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							|  |  |  |     frag.add_include_front('std/clusters.glsl') | 
					
						
							|  |  |  |     frag.add_uniform('vec2 cameraProj', link='_cameraPlaneProj') | 
					
						
							|  |  |  |     frag.add_uniform('vec2 cameraPlane', link='_cameraPlane') | 
					
						
							|  |  |  |     frag.add_uniform('vec4 lightsArray[maxLights * 3]', link='_lightsArray') | 
					
						
							|  |  |  |     frag.add_uniform('sampler2D clustersData', link='_clustersData') | 
					
						
							|  |  |  |     if is_shadows: | 
					
						
							|  |  |  |         frag.add_uniform('bool receiveShadow') | 
					
						
							|  |  |  |         frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True) | 
					
						
							|  |  |  |         if is_shadows_atlas: | 
					
						
							|  |  |  |             if not is_single_atlas: | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2DShadow shadowMapAtlasPoint', included=True) | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2D shadowMapAtlasPointTransparent', included=True) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True) | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True) | 
					
						
							|  |  |  |             frag.add_uniform('vec4 pointLightDataArray[maxLightsCluster]', link='_pointLightsAtlasArray', included=True) | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             frag.add_uniform('samplerCubeShadow shadowMapPoint[4]', included=True) | 
					
						
							|  |  |  |             frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True) | 
					
						
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							|  |  |  |     if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)): | 
					
						
							|  |  |  |         vert.add_out('vec4 wvpposition') | 
					
						
							|  |  |  |         vert.write('wvpposition = gl_Position;') | 
					
						
							|  |  |  |     # wvpposition.z / wvpposition.w | 
					
						
							|  |  |  |     frag.write('float viewz = linearize(gl_FragCoord.z, cameraProj);') | 
					
						
							|  |  |  |     frag.write('int clusterI = getClusterI((wvpposition.xy / wvpposition.w) * 0.5 + 0.5, viewz, cameraPlane);') | 
					
						
							|  |  |  |     frag.write('int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);') | 
					
						
							|  |  |  | 
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							|  |  |  |     frag.write('#ifdef HLSL') | 
					
						
							|  |  |  |     frag.write('viewz += texture(clustersData, vec2(0.0)).r * 1e-9;') # TODO: krafix bug, needs to generate sampler | 
					
						
							|  |  |  |     frag.write('#endif') | 
					
						
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							|  |  |  |     if '_Spot' in wrd.world_defs: | 
					
						
							|  |  |  |         frag.add_uniform('vec4 lightsArraySpot[maxLights * 2]', link='_lightsArraySpot') | 
					
						
							|  |  |  |         frag.write('int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);') | 
					
						
							|  |  |  |         frag.write('int numPoints = numLights - numSpots;') | 
					
						
							|  |  |  |         if is_shadows: | 
					
						
							|  |  |  |             if is_shadows_atlas: | 
					
						
							|  |  |  |                 if not is_single_atlas: | 
					
						
							|  |  |  |                     frag.add_uniform('sampler2DShadow shadowMapAtlasSpot', included=True) | 
					
						
							|  |  |  |                     frag.add_uniform('sampler2D shadowMapAtlasSpotTransparent', included=True) | 
					
						
							|  |  |  |                 else: | 
					
						
							|  |  |  |                     frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True) | 
					
						
							|  |  |  |                     frag.add_uniform('sampler2D shadowMapAtlasTransparent', top=True) | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True) | 
					
						
							|  |  |  |                 frag.add_uniform('sampler2D shadowMapSpotTransparent[4]', included=True) | 
					
						
							|  |  |  |             frag.add_uniform('mat4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {') | 
					
						
							|  |  |  |     frag.write('int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);') | 
					
						
							|  |  |  |     frag.write('direct += sampleLight(') | 
					
						
							|  |  |  |     frag.write('    wposition,') | 
					
						
							|  |  |  |     frag.write('    n,') | 
					
						
							|  |  |  |     frag.write('    vVec,') | 
					
						
							|  |  |  |     frag.write('    dotNV,') | 
					
						
							|  |  |  |     frag.write('    lightsArray[li * 3].xyz,') # lp | 
					
						
							|  |  |  |     frag.write('    lightsArray[li * 3 + 1].xyz,') # lightCol | 
					
						
							|  |  |  |     frag.write('    albedo,') | 
					
						
							|  |  |  |     frag.write('    roughness,') | 
					
						
							|  |  |  |     frag.write('    specular,') | 
					
						
							|  |  |  |     frag.write('    f0') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if is_shadows: | 
					
						
							|  |  |  |         if parse_opacity: | 
					
						
							|  |  |  |             frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, opacity != 1.0') # bias | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             frag.write('\t, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false') # bias | 
					
						
							|  |  |  |     if '_Spot' in wrd.world_defs: | 
					
						
							|  |  |  |         frag.write('\t, lightsArray[li * 3 + 2].y != 0.0') | 
					
						
							|  |  |  |         frag.write('\t, lightsArray[li * 3 + 2].y') # spot size (cutoff) | 
					
						
							|  |  |  |         frag.write('\t, lightsArraySpot[li * 2].w') # spot blend (exponent) | 
					
						
							|  |  |  |         frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir | 
					
						
							|  |  |  |         frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale | 
					
						
							|  |  |  |         frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right | 
					
						
							|  |  |  |     if '_VoxelShadow' in wrd.world_defs: | 
					
						
							|  |  |  |             frag.write(', voxels, voxelsSDF, clipmaps') | 
					
						
							|  |  |  |     if '_MicroShadowing' in wrd.world_defs and not is_mobile: | 
					
						
							|  |  |  |         frag.write('\t, occlusion') | 
					
						
							|  |  |  |     if '_SSRS' in wrd.world_defs: | 
					
						
							|  |  |  |         frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') | 
					
						
							|  |  |  |         frag.add_uniform('vec3 eye', '_cameraPosition') | 
					
						
							|  |  |  |         frag.add_uniform('sampler2D gbufferD', link='_gbufferD', top=True) | 
					
						
							|  |  |  |         frag.write(', gbufferD, invVP, eye') | 
					
						
							|  |  |  |     frag.write(');') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.write('}') # for numLights |