merge upstream
This commit is contained in:
		@ -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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    # 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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        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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    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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@ -1,3 +1,4 @@
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import bpy
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import lnx.utils
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import lnx.material.mat_state as mat_state
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@ -10,6 +11,48 @@ else:
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def write(vert, particle_info=None, shadowmap=False):
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    ramp_el_len = 0
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    ramp_positions = []
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    ramp_colors_b = []
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    size_over_time_factor = 0
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    use_rotations = False
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    rotation_mode = 'NONE'
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    rotation_factor_random = 0
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    phase_factor = 0
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    phase_factor_random = 0
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    for obj in bpy.data.objects:
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        for psys in obj.particle_systems:
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            psettings = psys.settings
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            if psettings.instance_object:
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                if psettings.instance_object.active_material:
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                    # FIXME: Different particle systems may share the same particle object. This ideally should check the correct `ParticleSystem` using an id or name in the particle's object material.
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                    if psettings.instance_object.active_material.name.replace(".", "_") == vert.context.matname:
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                        # Rotation data
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                        use_rotations = psettings.use_rotations
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                        rotation_mode = psettings.rotation_mode
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                        rotation_factor_random = psettings.rotation_factor_random
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                        phase_factor = psettings.phase_factor
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                        phase_factor_random = psettings.phase_factor_random
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                        # Texture slots data
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                        if psettings.texture_slots and len(psettings.texture_slots.items()) != 0:
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                            for tex_slot in psettings.texture_slots:
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                                if not tex_slot: break
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                                if not tex_slot.use_map_size: break # TODO: check also for other influences
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                                if tex_slot.texture and tex_slot.texture.use_color_ramp:
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                                    if tex_slot.texture.color_ramp and tex_slot.texture.color_ramp.elements:
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                                        ramp_el_len = len(tex_slot.texture.color_ramp.elements.items())
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                                        for element in tex_slot.texture.color_ramp.elements:
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                                            ramp_positions.append(element.position)
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                                            ramp_colors_b.append(element.color[2])
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                                        size_over_time_factor = tex_slot.size_factor
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                                        break
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    # Outs
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    out_index = True if particle_info != None and particle_info['index'] else False
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    out_age = True if particle_info != None and particle_info['age'] else False
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@ -19,19 +62,50 @@ def write(vert, particle_info=None, shadowmap=False):
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    out_velocity = True if particle_info != None and particle_info['velocity'] else False
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    out_angular_velocity = True if particle_info != None and particle_info['angular_velocity'] else False
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    # Force Leenkx to create a new shader per material ID
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    vert.write(f'#ifdef PARTICLE_ID_{vert.context.material.lnx_material_id}')
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    vert.write('#endif')
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    vert.add_uniform('mat4 pd', '_particleData')
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    vert.add_uniform('float pd_size_random', '_particleSizeRandom')
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    vert.add_uniform('float pd_random', '_particleRandom')
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    vert.add_uniform('float pd_size', '_particleSize')
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    if ramp_el_len != 0:
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        vert.add_const('float', 'P_SIZE_OVER_TIME_FACTOR', str(size_over_time_factor))
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        for i in range(ramp_el_len):
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            vert.add_const('float', f'P_RAMP_POSITION_{i}', str(ramp_positions[i]))
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            vert.add_const('float', f'P_RAMP_COLOR_B_{i}', str(ramp_colors_b[i]))
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    str_tex_hash = "float fhash(float n) { return fract(sin(n) * 43758.5453); }\n"
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    vert.add_function(str_tex_hash)
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    if (ramp_el_len != 0):
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        str_ramp_scale = "float get_ramp_scale(float age) {\n"
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        for i in range(ramp_el_len):
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            if i == 0:
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                str_ramp_scale += f"if (age <= P_RAMP_POSITION_{i + 1})"
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            elif i == ramp_el_len - 1:
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                str_ramp_scale += f"return P_RAMP_COLOR_B_{ramp_el_len - 1};"
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                break
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            else:
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                str_ramp_scale += f"else if (age <= P_RAMP_POSITION_{i + 1})"
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            str_ramp_scale += f""" {{
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                float t = (age - P_RAMP_POSITION_{i}) / (P_RAMP_POSITION_{i + 1} - P_RAMP_POSITION_{i});
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                return mix(P_RAMP_COLOR_B_{i}, P_RAMP_COLOR_B_{i + 1}, t);
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            }}
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            """
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        str_ramp_scale += "}\n"
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        vert.add_function(str_ramp_scale)
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    prep = 'float '
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    if out_age:
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        prep = ''
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        vert.add_out('float p_age')
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    # var p_age = lapTime - p.i * spawnRate
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    vert.write(prep + 'p_age = pd[3][3] - gl_InstanceID * pd[0][1];')
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    # p_age -= p_age * fhash(i) * r.lifetime_random;
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    vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];')
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    # Loop
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    # pd[0][0] - animtime, loop stored in sign
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@ -43,13 +117,18 @@ def write(vert, particle_info=None, shadowmap=False):
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    if out_lifetime:
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        prep = ''
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        vert.add_out('float p_lifetime')
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    vert.write(prep + 'p_lifetime = pd[0][2];')
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    vert.write(prep + 'p_lifetime = pd[0][2] * (1 - (fhash(gl_InstanceID + 4 * pd[0][3] + pd_random) * pd[2][3]));')
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    # clip with nan
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    vert.write('if (p_age < 0 || p_age > p_lifetime) {')
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    vert.write('    gl_Position /= 0.0;')
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    vert.write('    return;')
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    vert.write('}')
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    if (ramp_el_len != 0):
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        vert.write('float n_age = clamp(p_age / p_lifetime, 0.0, 1.0);')
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        vert.write(f'spos.xyz *= 1 + (get_ramp_scale(n_age) - 1) * {size_over_time_factor};')
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    vert.write('spos.xyz *= 1 - (fhash(gl_InstanceID + 3 * pd[0][3] + pd_random) * pd_size_random);')
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    # vert.write('p_age /= 2;') # Match
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    # object_align_factor / 2 + gxyz
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@ -57,20 +136,20 @@ def write(vert, particle_info=None, shadowmap=False):
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    if out_velocity:
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        prep = ''
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        vert.add_out('vec3 p_velocity')
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    vert.write(prep + 'p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);')
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    vert.write(prep + 'p_velocity = vec3(pd[1][0] * (1 / pd_size), pd[1][1] * (1 / pd_size), pd[1][2] * (1 / pd_size));')
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    vert.write('p_velocity.x += fhash(gl_InstanceID)                * pd[1][3] - pd[1][3] / 2;')
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    vert.write('p_velocity.y += fhash(gl_InstanceID +     pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
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    vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
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    vert.write('p_velocity.x += (fhash(gl_InstanceID + pd_random)                * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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    vert.write('p_velocity.y += (fhash(gl_InstanceID + pd_random +     pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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    vert.write('p_velocity.z += (fhash(gl_InstanceID + pd_random + 2 * pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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    # factor_random = pd[1][3]
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    # p.i = gl_InstanceID
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    # particles.length = pd[0][3]
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    # gxyz
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    vert.write('p_velocity.x += (pd[2][0] * p_age) / 5;')
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    vert.write('p_velocity.y += (pd[2][1] * p_age) / 5;')
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    vert.write('p_velocity.z += (pd[2][2] * p_age) / 5;')
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    vert.write('p_velocity.x += (pd[2][0] / (2 * pd_size)) * p_age;')
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    vert.write('p_velocity.y += (pd[2][1] / (2 * pd_size)) * p_age;')
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    vert.write('p_velocity.z += (pd[2][2] / (2 * pd_size)) * p_age;')
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    prep = 'vec3 '
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    if out_location:
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@ -80,6 +159,96 @@ def write(vert, particle_info=None, shadowmap=False):
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    vert.write('spos.xyz += p_location;')
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    # Rotation
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    if use_rotations:
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        if rotation_mode != 'NONE':
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            vert.write(f'float p_angle = ({phase_factor} + (fhash(gl_InstanceID + pd_random + 5 * pd[0][3])) * {phase_factor_random});')
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            vert.write('p_angle *= 3.141592;')
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            vert.write('float c = cos(p_angle);')
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            vert.write('float s = sin(p_angle);')
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            vert.write('vec3 center = spos.xyz - p_location;')
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            match rotation_mode:
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                case 'OB_X':
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                    vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
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                    vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
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                    vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
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                    if (not shadowmap):
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                        vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
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                        vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
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                        vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
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                case 'OB_Y':
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                    vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
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                    vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
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                    if (not shadowmap):
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                        vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
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                case 'OB_Z':
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                    vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
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                    vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
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                    vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
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                    vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
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                    if (not shadowmap):
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                        vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
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                        vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
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                        vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
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                        vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
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                case 'VEL':
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                    vert.write('vec3 forward = -normalize(p_velocity);')
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                    vert.write('if (length(forward) > 1e-5) {')
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                    vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
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                    vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
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                    vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
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                    vert.write('}')
 | 
			
		||||
 | 
			
		||||
                    vert.write('vec3 right = cross(world_up, forward);')
 | 
			
		||||
                    vert.write('if (length(right) < 1e-5) {')
 | 
			
		||||
                    vert.write('forward = -forward;')
 | 
			
		||||
                    vert.write('right = cross(world_up, forward);')
 | 
			
		||||
                    vert.write('}')
 | 
			
		||||
                    vert.write('right = normalize(right);')
 | 
			
		||||
                    vert.write('vec3 up = normalize(cross(forward, right));')
 | 
			
		||||
 | 
			
		||||
                    vert.write('mat3 rot = mat3(right, -forward, up);')
 | 
			
		||||
                    vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
 | 
			
		||||
                    vert.write('mat3 final_rot = rot * phase;')
 | 
			
		||||
                    vert.write('spos.xyz = final_rot * center + p_location;')
 | 
			
		||||
 | 
			
		||||
                    if (not shadowmap):
 | 
			
		||||
                        vert.write('wnormal = normalize(final_rot * wnormal);')
 | 
			
		||||
                    vert.write('}')
 | 
			
		||||
 | 
			
		||||
            if rotation_factor_random != 0:
 | 
			
		||||
                str_rotate_around = '''vec3 rotate_around(vec3 v, vec3 angle) {
 | 
			
		||||
                    // Rotate around X
 | 
			
		||||
                    float cx = cos(angle.x);
 | 
			
		||||
                    float sx = sin(angle.x);
 | 
			
		||||
                    v = vec3(v.x, v.y * cx - v.z * sx, v.y * sx + v.z * cx);
 | 
			
		||||
                    // Rotate around Y
 | 
			
		||||
                    float cy = cos(angle.y);
 | 
			
		||||
                    float sy = sin(angle.y);
 | 
			
		||||
                    v = vec3(v.x * cy + v.z * sy, v.y, -v.x * sy + v.z * cy);
 | 
			
		||||
                    // Rotate around Z
 | 
			
		||||
                    float cz = cos(angle.z);
 | 
			
		||||
                    float sz = sin(angle.z);
 | 
			
		||||
                    v = vec3(v.x * cz - v.y * sz, v.x * sz + v.y * cz, v.z);
 | 
			
		||||
                    return v;
 | 
			
		||||
                }'''
 | 
			
		||||
                vert.add_function(str_rotate_around)
 | 
			
		||||
 | 
			
		||||
                vert.write(f'''vec3 r_angle = vec3((fhash(gl_InstanceID + pd_random + 6 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
 | 
			
		||||
                           (fhash(gl_InstanceID + pd_random + 7 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
 | 
			
		||||
                           (fhash(gl_InstanceID + pd_random + 8 * pd[0][3]) * 4 - 2) * {rotation_factor_random});''')
 | 
			
		||||
                vert.write('vec3 r_center = spos.xyz - p_location;')
 | 
			
		||||
                vert.write('r_center = rotate_around(r_center, r_angle);')
 | 
			
		||||
                vert.write('spos.xyz = r_center + p_location;')
 | 
			
		||||
 | 
			
		||||
                if not shadowmap:
 | 
			
		||||
                    vert.write('wnormal = normalize(rotate_around(wnormal, r_angle));')
 | 
			
		||||
 | 
			
		||||
    # Particle fade
 | 
			
		||||
    if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
 | 
			
		||||
        vert.add_out('float p_fade')
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user