Full BSDF
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@ -77,6 +77,8 @@ def write(vert: shader.Shader, frag: shader.Shader):
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if is_transparent_shadows:
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frag.add_uniform('sampler2D shadowMapSpotTransparent[4]', included=True)
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frag.add_uniform('mat4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)
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if is_shadows_atlas:
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frag.add_uniform('vec4 tileBoundsSpotArray[maxLightsCluster]', link='_tileBoundsSpotArray', included=True)
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frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {')
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frag.write('int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);')
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@ -112,13 +114,13 @@ def write(vert: shader.Shader, frag: shader.Shader):
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frag.add_uniform('vec3 eye', '_cameraPosition')
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frag.write(', gbufferD, invVP, eye')
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if '_ClearCoat' in wrd.world_defs:
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frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint')
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frag.write(', clearcoat, clearcoatRough, coatIOR, coatTint, nCoat')
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if '_Sheen' in wrd.world_defs:
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frag.write(', sheen, sheenRough, sheenTint')
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if '_Anisotropy' in wrd.world_defs:
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frag.write(', anisotropy, anisoRot, tangent')
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if '_Subsurface' in wrd.world_defs:
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frag.write(', subsurface, subsurfaceColor, subsurfaceRadius, subsurfaceAnisotropy')
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if '_SSS' in wrd.world_defs:
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frag.write(', subsurface, subsurfaceColor, subsurfaceRadius * subsurfaceScale, subsurfaceAnisotropy')
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if '_Transmission' in wrd.world_defs:
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frag.write(', transmission, transmissionRough, ior, thinWall')
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frag.write(');')
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