55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import bpy
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| 
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| import lnx
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| import lnx.material.cycles as cycles
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| import lnx.material.mat_state as mat_state
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| import lnx.material.make_mesh as make_mesh
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| import lnx.material.make_finalize as make_finalize
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| import lnx.assets as assets
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| 
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| if lnx.is_reload(__name__):
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| 	cycles = lnx.reload_module(cycles)
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| 	mat_state = lnx.reload_module(mat_state)
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| 	make_mesh = lnx.reload_module(make_mesh)
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| 	make_finalize = lnx.reload_module(make_finalize)
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| 	assets = lnx.reload_module(assets)
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| else:
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| 	lnx.enable_reload(__name__)
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| 
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| 
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| def make(context_id):
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|     con_transluc = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise', \
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| 		'blend_source': 'blend_one', 'blend_destination': 'blend_one', 'blend_operation': 'add', \
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| 		'alpha_blend_source': 'blend_zero', 'alpha_blend_destination': 'inverse_source_alpha', 'alpha_blend_operation': 'add' })
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| 
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|     make_mesh.make_forward_base(con_transluc, parse_opacity=True, transluc_pass=True)
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| 
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|     vert = con_transluc.vert
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|     frag = con_transluc.frag
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|     tese = con_transluc.tese
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|     frag.add_include('std/gbuffer.glsl')
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| 
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|     wrd = bpy.data.worlds['Lnx']
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|     frag.add_out('vec4 fragColor[2]')
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|     # Remove fragColor = ...;
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|     frag.main = frag.main[:frag.main.rfind('fragColor')]
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|     frag.write('\n')
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| 
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|     if '_VoxelAOvar' in wrd.world_defs:
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|         frag.write('indirect *= 0.25;')
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| 
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|     frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));')
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|     frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);')
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| 
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|     frag.write('vec4 premultipliedReflect = vec4(vec3(direct + indirect * 0.5) * opacity, opacity);');
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|     frag.write('float w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - (gl_FragCoord.z) * 0.9, 3.0), 1e-2, 3e3);')
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|     frag.write('fragColor[0] = vec4(premultipliedReflect.rgb * w, premultipliedReflect.a);')
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|     frag.write('fragColor[1] = vec4(premultipliedReflect.a * w, 0.0, 0.0, 1.0);')
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| 
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|     make_finalize.make(con_transluc)
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| 
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|     # assets.vs_equal(con_transluc, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
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|     # assets.fs_equal(con_transluc, assets.shader_cons['transluc_frag'])
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| 
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|     return con_transluc
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