Update leenkx/blender/lnx/material/make_mesh.py
This commit is contained in:
		| @ -686,9 +686,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|         if parse_opacity: | ||||
|             frag.write('indirect = traceDiffuse(wposition, n, voxels, clipmaps).rgb * albedo * voxelgiDiff;') | ||||
|             frag.write('if (roughness < 1.0 && specular > 0.0){') | ||||
|             frag.add_uniform('sampler2D sveloc') | ||||
|             frag.write('    vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') | ||||
|             frag.write('    indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}') | ||||
|             #frag.add_uniform('sampler2D sveloc') | ||||
|             #frag.write('    vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') | ||||
|             frag.write('    indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy).rgb * specular * voxelgiRefl;}') | ||||
|         else: | ||||
|             frag.add_uniform("sampler2D voxels_diffuse") | ||||
|             frag.add_uniform("sampler2D voxels_specular") | ||||
| @ -794,8 +794,8 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|  | ||||
|     if '_VoxelRefract' in wrd.world_defs and parse_opacity: | ||||
|         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, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;') | ||||
|         #frag.write('    vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') | ||||
|         frag.write('    vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy).rgb;') | ||||
|         frag.write('    indirect = mix(refraction, indirect, opacity) * voxelgiRefr;') | ||||
|         frag.write('    direct = mix(refraction, direct, opacity) * voxelgiRefr;') | ||||
|         frag.write('}') | ||||
|  | ||||
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