Update leenkx/blender/lnx/write_data.py
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@ -617,12 +617,27 @@ def write_compiledglsl(defs, make_variants):
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idx_emission += 1
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idx_emission += 1
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idx_refraction += 1
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idx_refraction += 1
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if '_EmissionShaded' in wrd.world_defs:
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# Special case for WebGL with both TAA and SSRefraction
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f.write(f'#define GBUF_IDX_EMISSION {idx_emission}\n')
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webgl_with_taa_refr = ('_kha_webgl' in wrd.world_defs and
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idx_refraction += 1
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('_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs) and
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('_TAA' in wrd.world_defs or '_SMAA' in wrd.world_defs))
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if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
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if webgl_with_taa_refr:
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f.write(f'#define GBUF_IDX_REFRACTION {idx_refraction}\n')
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# WebGL needs refraction to come before emission for correct rendering
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if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
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f.write(f'#define GBUF_IDX_REFRACTION {idx_emission}\n')
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idx_emission += 1
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if '_EmissionShaded' in wrd.world_defs:
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f.write(f'#define GBUF_IDX_EMISSION {idx_emission}\n')
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else:
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# Standard order for all other platforms
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if '_EmissionShaded' in wrd.world_defs:
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f.write(f'#define GBUF_IDX_EMISSION {idx_emission}\n')
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idx_refraction += 1
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if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
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f.write(f'#define GBUF_IDX_REFRACTION {idx_refraction}\n')
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f.write("""#if defined(HLSL) || defined(METAL)
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f.write("""#if defined(HLSL) || defined(METAL)
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#define _InvY
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#define _InvY
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