import bpy import lnx import lnx.material.cycles as cycles import lnx.material.mat_state as mat_state import lnx.material.make_mesh as make_mesh import lnx.material.make_finalize as make_finalize import lnx.assets as assets if lnx.is_reload(__name__): cycles = lnx.reload_module(cycles) mat_state = lnx.reload_module(mat_state) make_mesh = lnx.reload_module(make_mesh) make_finalize = lnx.reload_module(make_finalize) assets = lnx.reload_module(assets) else: lnx.enable_reload(__name__) def make(context_id): con_refract = mat_state.data.add_context({ 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }) make_mesh.make_forward_base(con_refract, parse_opacity=True, transluc_pass=True) vert = con_refract.vert frag = con_refract.frag tese = con_refract.tese frag.add_include('std/gbuffer.glsl') frag.add_out('vec4 fragColor[3]') rpdat = lnx.utils.get_rp() # Remove fragColor = ...; frag.main = frag.main[:frag.main.rfind('fragColor')] frag.write('\n') wrd = bpy.data.worlds['Lnx'] frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.write('uint matid = 0;') if is_shadeless: frag.write('matid = 1;') frag.write('basecol = emissionCol;') if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.add_uniform('int materialID') frag.write('if (materialID == 2) matid = 2;') else: frag.write('const uint matid = 0;') if rpdat.rp_renderer == 'Deferred': frag.write('fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));') frag.write('fragColor[1] = vec4(direct + indirect, packFloat2(occlusion, specular));') else: frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));') frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);') frag.write('fragColor[2] = vec4(ior, opacity, 0.0, 1.0);') make_finalize.make(con_refract) # assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet # assets.fs_equal(con_refract, assets.shader_cons['transluc_frag']) return con_refract