Update leenkx/blender/lnx/material/make_mesh.py

This commit is contained in:
Onek8 2025-04-07 16:25:06 +00:00
parent 4625fdb6b2
commit 9fa399371a

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@ -609,9 +609,11 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);') frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);')
sh = tese if tese is not None else vert sh = tese if tese is not None else vert
sh.add_uniform('mat4 W', '_worldMatrix')
sh.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
sh.add_out('vec3 eyeDir') sh.add_out('vec3 eyeDir')
sh.add_uniform('vec3 eye', '_cameraPosition') sh.add_uniform('vec3 eye', '_cameraPosition')
sh.write('eyeDir = eye - spos.xyz;') sh.write('eyeDir = eye - wposition;')
frag.add_include('std/light.glsl') frag.add_include('std/light.glsl')
is_shadows = '_ShadowMap' in wrd.world_defs is_shadows = '_ShadowMap' in wrd.world_defs
@ -666,33 +668,37 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
frag.write('envl *= envmapStrength * occlusion;') frag.write('envl *= envmapStrength * occlusion;')
if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs: if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs:
if parse_opacity or '_VoxelShadow' in wrd.world_defs: frag.add_include('std/conetrace.glsl')
frag.add_include('std/conetrace.glsl') frag.add_uniform('sampler3D voxels')
frag.add_uniform('sampler3D voxels') frag.add_uniform('sampler3D voxelsSDF')
frag.add_uniform('sampler3D voxelsSDF') frag.add_uniform('vec3 eye', '_cameraPosition')
frag.add_uniform('vec3 eye', "_cameraPosition") frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
vert.add_out('vec4 wvpposition') vert.add_out('vec4 wvpposition')
vert.write('wvpposition = gl_Position;') vert.write('wvpposition = gl_Position;')
frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;') frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
if '_VoxelAOvar' in wrd.world_defs and not parse_opacity: if '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
frag.add_uniform("sampler2D voxels_ao"); frag.add_uniform('sampler2D gbuffer2', included=True)
frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;') frag.write('vec2 velocity = -textureLod(gbuffer2, gl_FragCoord.xy, 0.0).rg;')
if '_VoxelAOvar' in wrd.world_defs:
if parse_opacity:
frag.write('envl *= 1.0 - traceAO(wposition, n, voxels, clipmaps);')
else:
frag.add_uniform("sampler2D voxels_ao");
frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;')
if '_VoxelGI' in wrd.world_defs: if '_VoxelGI' in wrd.world_defs:
frag.write('vec3 indirect = vec3(0.0);') frag.write('vec3 indirect = vec3(0.0);')
else: else:
frag.write('vec3 indirect = envl;') frag.write('vec3 indirect = envl;')
if '_VoxelGI' in wrd.world_defs: if '_VoxelGI' in wrd.world_defs:
if parse_opacity: if parse_opacity:
frag.write('vec4 trace = traceDiffuse(wposition, wnormal, voxels, clipmaps);') frag.write('vec4 indirect_diffuse = traceDiffuse(wposition, n, voxels, clipmaps);')
frag.write('indirect = ((trace.rgb * albedo + envl * (1.0 - trace.a)) * voxelgiDiff);') frag.write('indirect = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;')
frag.write('if (roughness < 1.0 && specular > 0.0){') frag.write('if (roughness < 1.0 && specular > 0.0) {')
frag.add_uniform('sampler2D sveloc') frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl; }')
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}')
else: else:
frag.add_uniform("sampler2D voxels_diffuse") frag.add_uniform("sampler2D voxels_diffuse")
frag.add_uniform("sampler2D voxels_specular") frag.add_uniform("sampler2D voxels_specular")
@ -746,7 +752,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
else: else:
frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);') frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);')
if '_VoxelShadow' in wrd.world_defs: if '_VoxelShadow' in wrd.world_defs:
frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;') frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;')
frag.write('}') # receiveShadow frag.write('}') # receiveShadow
frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;') frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;')
# sun # sun
@ -784,10 +790,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if '_MicroShadowing' in wrd.world_defs: if '_MicroShadowing' in wrd.world_defs:
frag.write(', occlusion') frag.write(', occlusion')
if '_SSRS' in wrd.world_defs: if '_SSRS' in wrd.world_defs:
frag.add_uniform('sampler2D gbufferD', top=True)
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
frag.add_uniform('vec3 eye', '_cameraPosition') frag.add_uniform('vec3 eye', '_cameraPosition')
frag.write(', gbufferD, invVP, eye') frag.write(', wposition.z, inVP, eye')
frag.write(');') frag.write(');')
if '_Clusters' in wrd.world_defs: if '_Clusters' in wrd.world_defs:
@ -800,10 +805,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if '_VoxelRefract' in wrd.world_defs and parse_opacity: if '_VoxelRefract' in wrd.world_defs and parse_opacity:
frag.write('if (opacity < 1.0) {') frag.write('if (opacity < 1.0) {')
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness, clipmaps, gl_FragCoord.xy, velocity, opacity).rgb * voxelgiRefr;')
frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;') frag.write(' indirect = mix(refraction, indirect, opacity);')
frag.write(' indirect = mix(refraction, indirect, opacity) * voxelgiRefr;') frag.write(' direct = mix(refraction, direct, opacity);')
frag.write(' direct = mix(refraction, direct, opacity) * voxelgiRefr;')
frag.write('}') frag.write('}')
def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool): def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):