Update leenkx/blender/lnx/material/cycles_nodes/nodes_converter.py
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@ -82,28 +82,37 @@ def parse_clamp(node: bpy.types.ShaderNodeClamp, out_socket: bpy.types.NodeSocke
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def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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# Alpha (TODO: make ColorRamp calculation vec4-based and split afterwards)
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if out_socket == node.outputs[1]:
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return '1.0'
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input_fac: bpy.types.NodeSocket = node.inputs[0]
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alpha_out = out_socket == node.outputs[1]
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fac: str = c.parse_value_input(input_fac) if input_fac.is_linked else c.to_vec1(input_fac.default_value)
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interp = node.color_ramp.interpolation
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elems = node.color_ramp.elements
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if len(elems) == 1:
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return c.to_vec3(elems[0].color)
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if alpha_out:
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return c.to_vec1(elems[0].color[3]) # Return alpha from the color
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else:
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return c.to_vec3(elems[0].color) # Return RGB
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# Write color array
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# The last entry is included twice so that the interpolation
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# between indices works (no out of bounds error)
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cols_var = c.node_name(node.name).upper() + '_COLS'
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name_prefix = c.node_name(node.name).upper()
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if alpha_out:
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cols_var = name_prefix + '_ALPHAS'
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else:
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cols_var = name_prefix + '_COLS'
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if state.current_pass == ParserPass.REGULAR:
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cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
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cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
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state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
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if alpha_out:
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cols_entries = ', '.join(f'{elem.color[3]}' for elem in elems)
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# Add last value twice to avoid out of bounds access
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cols_entries += f', {elems[len(elems) - 1].color[3]}'
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state.curshader.add_const("float", cols_var, cols_entries, array_size=len(elems) + 1)
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else:
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# Create array of RGB values for color output
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cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
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cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
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state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
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fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
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state.curshader.write(f'float {fac_var} = {fac};')
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@ -121,21 +130,22 @@ def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.Nod
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# Linear interpolation
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else:
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# Write factor array
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facs_var = c.node_name(node.name).upper() + '_FACS'
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# Write factor array - same for both color and alpha
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facs_var = name_prefix + '_FACS'
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if state.current_pass == ParserPass.REGULAR:
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facs_entries = ', '.join(str(elem.position) for elem in elems)
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# Add one more entry at the rightmost position so that the
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# interpolation between indices works (no out of bounds error)
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# Add one more entry at the rightmost position to avoid out of bounds access
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facs_entries += ', 1.0'
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state.curshader.add_const("float", facs_var, facs_entries, array_size=len(elems) + 1)
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# Mix color
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# Calculation for interpolation position
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prev_stop_fac = f'{facs_var}[{index_var}]'
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next_stop_fac = f'{facs_var}[{index_var} + 1]'
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prev_stop_col = f'{cols_var}[{index_var}]'
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next_stop_col = f'{cols_var}[{index_var} + 1]'
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rel_pos = f'({fac_var} - {prev_stop_fac}) * (1.0 / ({next_stop_fac} - {prev_stop_fac}))'
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# Use mix function for both alpha and color outputs (mix works on floats too)
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return f'mix({prev_stop_col}, {next_stop_col}, max({rel_pos}, 0.0))'
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if bpy.app.version > (3, 2, 0):
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