Update leenkx/blender/lnx/make_renderpath.py
This commit is contained in:
		@ -58,6 +58,9 @@ def add_world_defs():
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        if rpdat.rp_shadowmap_cascades != '1':
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            wrd.world_defs += '_CSM'
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            assets.add_khafile_def('lnx_csm')
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        if rpdat.rp_shadowmap_transparent:
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            wrd.world_defs += '_ShadowMapTransparent'
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            assets.add_khafile_def('rp_shadowmap_transparent')
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        if rpdat.rp_shadowmap_atlas:
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            assets.add_khafile_def('lnx_shadowmap_atlas')
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            wrd.world_defs += '_ShadowMapAtlas'
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@ -118,17 +121,15 @@ def add_world_defs():
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        if rpdat.lnx_voxelgi_shadows and (point_lights > 0 or '_Sun' in wrd.world_defs):
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            wrd.world_defs += '_VoxelShadow'
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            assets.add_khafile_def('lnx_voxelgi_shadows')
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            #assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_shadows/voxel_resolve_shadows.comp.glsl')
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        if voxelgi:
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            assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
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            assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl')
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            assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl')
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            assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
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            wrd.world_defs += '_VoxelGI'
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            if rpdat.lnx_voxelgi_refract:
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                wrd.world_defs += '_VoxelRefract'
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                assets.add_khafile_def('lnx_voxelgi_refract')
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                #assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_refraction/voxel_resolve_refraction.comp.glsl')
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        elif voxelao:
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            assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl')
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@ -310,6 +311,10 @@ def build():
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                wrd.world_defs += '_SSAO'
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                assets.add_shader_pass('ssao_pass')
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                assets.add_shader_pass('blur_edge_pass')
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            elif rpdat.rp_ssgi == 'SSGI':
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                wrd.world_defs += '_SSGI'
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                assets.add_shader_pass('ssgi_pass')
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                assets.add_shader_pass('blur_edge_pass')
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            else:
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                assets.add_shader_pass('ssgi_pass')
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                assets.add_shader_pass('blur_edge_pass')
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@ -456,7 +461,8 @@ def build():
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    if ignoreIrr:
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        wrd.world_defs += '_IgnoreIrr'
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    gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs or '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs
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    gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs or '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs or '_SSGI' in wrd.world_defs
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    if gbuffer2:
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        assets.add_khafile_def('rp_gbuffer2')
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        wrd.world_defs += '_gbuffer2'
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