821 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			821 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Any, Callable, Optional
 | |
| 
 | |
| import bpy
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| 
 | |
| import lnx.assets as assets
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| import lnx.material.mat_state as mat_state
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| import lnx.material.mat_utils as mat_utils
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| import lnx.material.cycles as cycles
 | |
| import lnx.material.make_tess as make_tess
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| import lnx.material.make_particle as make_particle
 | |
| import lnx.material.make_cluster as make_cluster
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| import lnx.material.make_finalize as make_finalize
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| import lnx.material.make_attrib as make_attrib
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| import lnx.material.shader as shader
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| import lnx.utils
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| 
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| if lnx.is_reload(__name__):
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|     assets = lnx.reload_module(assets)
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|     mat_state = lnx.reload_module(mat_state)
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|     mat_utils = lnx.reload_module(mat_utils)
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|     cycles = lnx.reload_module(cycles)
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|     make_tess = lnx.reload_module(make_tess)
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|     make_particle = lnx.reload_module(make_particle)
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|     make_cluster = lnx.reload_module(make_cluster)
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|     make_finalize = lnx.reload_module(make_finalize)
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|     make_attrib = lnx.reload_module(make_attrib)
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|     shader = lnx.reload_module(shader)
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|     lnx.utils = lnx.reload_module(lnx.utils)
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| else:
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|     lnx.enable_reload(__name__)
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| 
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| is_displacement = False
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| 
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| # User callbacks
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| write_material_attribs: Optional[Callable[[dict[str, Any], shader.Shader], bool]] = None
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| write_material_attribs_post: Optional[Callable[[dict[str, Any], shader.Shader], None]] = None
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| write_vertex_attribs: Optional[Callable[[shader.Shader], bool]] = None
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| 
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| 
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| def make(context_id, rpasses):
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|     wrd = bpy.data.worlds['Lnx']
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|     rpdat = lnx.utils.get_rp()
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|     rid = rpdat.rp_renderer
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| 
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|     con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }
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| 
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|     # Blend context
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|     mat = mat_state.material
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|     blend = mat.lnx_blending
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|     particle = mat.lnx_particle_flag
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|     dprepass = rid == 'Forward' and rpdat.rp_depthprepass
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|     if blend:
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|         con['name'] = 'blend'
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|         con['blend_source'] = mat.lnx_blending_source
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|         con['blend_destination'] = mat.lnx_blending_destination
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|         con['blend_operation'] = mat.lnx_blending_operation
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|         con['alpha_blend_source'] = mat.lnx_blending_source_alpha
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|         con['alpha_blend_destination'] = mat.lnx_blending_destination_alpha
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|         con['alpha_blend_operation'] = mat.lnx_blending_operation_alpha
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|         con['depth_write'] = False
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|         con['compare_mode'] = 'less'
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|     elif particle:
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|         pass
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|     # Depth prepass was performed, exclude mat with depth read that
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|     # isn't part of depth prepass
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|     elif dprepass and not (rpdat.rp_depth_texture and mat.lnx_depth_read):
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|         con['depth_write'] = False
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|         con['compare_mode'] = 'equal'
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| 
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|     attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64'
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|     con['color_attachments'] = [attachment_format, attachment_format]
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|     if '_gbuffer2' in wrd.world_defs:
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|         con['color_attachments'].append(attachment_format)
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| 
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|     con_mesh = mat_state.data.add_context(con)
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|     mat_state.con_mesh = con_mesh
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| 
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|     if rid == 'Forward' or blend:
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|         if rpdat.lnx_material_model == 'Mobile':
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|             make_forward_mobile(con_mesh)
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|         elif rpdat.lnx_material_model == 'Solid':
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|             make_forward_solid(con_mesh)
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|         else:
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|             make_forward(con_mesh)
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|     elif rid == 'Deferred':
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|         make_deferred(con_mesh, rpasses)
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|     elif rid == 'Raytracer':
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|         make_raytracer(con_mesh)
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| 
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|     make_finalize.make(con_mesh)
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| 
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|     assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])
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| 
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|     return con_mesh
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| 
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| 
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| def make_base(con_mesh, parse_opacity):
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|     global is_displacement
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|     global write_vertex_attribs
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| 
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|     vert = con_mesh.make_vert()
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|     frag = con_mesh.make_frag()
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|     geom = None
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|     tesc = None
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|     tese = None
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| 
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|     billboard = mat_state.material.lnx_billboard
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|     if billboard == 'spherical':
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|         vert.add_uniform('mat3 N', '_normalMatrixSphere')
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|     elif billboard == 'cylindrical':
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|         vert.add_uniform('mat3 N', '_normalMatrixCylinder')
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|     else:
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|         vert.add_uniform('mat3 N', '_normalMatrix')
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|     vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
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| 
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|     vattr_written = False
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|     rpdat = lnx.utils.get_rp()
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|     is_displacement = mat_utils.disp_linked(mat_state.output_node)
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|     wrd = bpy.data.worlds['Lnx']
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|     if is_displacement:
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|         if rpdat.lnx_rp_displacement == 'Vertex':
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|             frag.ins = vert.outs
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|         else: # Tessellation
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|             tesc = con_mesh.make_tesc()
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|             tese = con_mesh.make_tese()
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|             tesc.ins = vert.outs
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|             tese.ins = tesc.outs
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|             frag.ins = tese.outs
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|             make_tess.tesc_levels(tesc, rpdat.lnx_tess_mesh_inner, rpdat.lnx_tess_mesh_outer)
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|             make_tess.interpolate(tese, 'wposition', 3, declare_out=True)
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|             make_tess.interpolate(tese, 'wnormal', 3, declare_out=True, normalize=True)
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| 
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|     # No displacement
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|     else:
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|         frag.ins = vert.outs
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|         if write_vertex_attribs is not None:
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|             vattr_written = write_vertex_attribs(vert)
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| 
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|     vert.add_include('compiled.inc')
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|     frag.add_include('compiled.inc')
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| 
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|     attribs_written = False
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|     if write_material_attribs is not None:
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|         attribs_written = write_material_attribs(con_mesh, frag)
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|     if not attribs_written:
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|         _write_material_attribs_default(frag, parse_opacity)
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|         cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity)
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|     if write_material_attribs_post is not None:
 | |
|         write_material_attribs_post(con_mesh, frag)
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| 
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|     vert.add_out('vec3 wnormal')
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|     make_attrib.write_norpos(con_mesh, vert)
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|     frag.write_attrib('vec3 n = normalize(wnormal);')
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| 
 | |
|     if mat_state.material.lnx_two_sided:
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|         frag.write('if (!gl_FrontFacing) n *= -1;')  # Flip normal when drawing back-face
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| 
 | |
|     if not is_displacement and not vattr_written:
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|         make_attrib.write_vertpos(vert)
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| 
 | |
|     make_attrib.write_tex_coords(con_mesh, vert, frag, tese)
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| 
 | |
|     if con_mesh.is_elem('col'):
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|         vert.add_out('vec3 vcolor')
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|         vert.write_attrib('vcolor = col.rgb;')
 | |
|         if tese is not None:
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|             tese.write_pre = True
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|             make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor'))
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|             tese.write_pre = False
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| 
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|     if con_mesh.is_elem('tang'):
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|         if tese is not None:
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|             tese.add_out('mat3 TBN')
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|             tese.write_attrib('vec3 wbitangent = normalize(cross(wnormal, wtangent));')
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|             tese.write_attrib('TBN = mat3(wtangent, wbitangent, wnormal);')
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|         else:
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|             vert.add_out('mat3 TBN')
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|             vert.write_attrib('vec3 tangent = normalize(N * tang.xyz);')
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|             vert.write_attrib('vec3 bitangent = normalize(cross(wnormal, tangent));')
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|             vert.write_attrib('TBN = mat3(tangent, bitangent, wnormal);')
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| 
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|     if is_displacement:
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|         if rpdat.lnx_rp_displacement == 'Vertex':
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|             sh = vert
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|         else:
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|             sh = tese
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|         if(con_mesh.is_elem('ipos')):
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|             vert.write('wposition = vec4(W * spos).xyz;')
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|         sh.add_uniform('mat4 VP', '_viewProjectionMatrix')
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|         sh.write('wposition += wnormal * disp;')
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|         sh.write('gl_Position = VP * vec4(wposition, 1.0);')
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| 
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| 
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| def make_deferred(con_mesh, rpasses):
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|     wrd = bpy.data.worlds['Lnx']
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|     rpdat = lnx.utils.get_rp()
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| 
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|     lnx_discard = mat_state.material.lnx_discard
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|     parse_opacity = lnx_discard or 'translucent' or 'refraction' in rpasses
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| 
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|     make_base(con_mesh, parse_opacity=parse_opacity)
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| 
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|     frag = con_mesh.frag
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|     vert = con_mesh.vert
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|     tese = con_mesh.tese
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| 
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|     if parse_opacity:
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|         if lnx_discard:
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|             opac = mat_state.material.lnx_discard_opacity
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|         else:
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|             opac = '0.9999' # 1.0 - eps
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|         frag.write('if (opacity < {0}) discard;'.format(opac))
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| 
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|     frag.add_out(f'vec4 fragColor[GBUF_SIZE]')
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| 
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|     if '_gbuffer2' in wrd.world_defs:
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|         if '_Veloc' in wrd.world_defs:
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|             if tese is None:
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|                 vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix')
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|                 vert.add_out('vec4 wvpposition')
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|                 vert.add_out('vec4 prevwvpposition')
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|                 vert.write('wvpposition = gl_Position;')
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|                 if is_displacement:
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|                     vert.add_uniform('mat4 invW', link='_inverseWorldMatrix')
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|                     vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
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|                 else:
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|                     vert.write('prevwvpposition = prevWVP * spos;')
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|             else:
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|                 tese.add_out('vec4 wvpposition')
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|                 tese.add_out('vec4 prevwvpposition')
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|                 tese.write('wvpposition = gl_Position;')
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|                 if is_displacement:
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|                     tese.add_uniform('mat4 invW', link='_inverseWorldMatrix')
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|                     tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix')
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|                     tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
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|                 else:
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|                     vert.add_uniform('mat4 prevW', link='_prevWorldMatrix')
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|                     vert.add_out('vec3 prevwposition')
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|                     vert.write('prevwposition = vec4(prevW * spos).xyz;')
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|                     tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix')
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|                     make_tess.interpolate(tese, 'prevwposition', 3)
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|                     tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);')
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| 
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|     # Pack gbuffer
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|     frag.add_include('std/gbuffer.glsl')
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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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|     is_shadeless = mat_state.emission_type == mat_state.EmissionType.SHADELESS
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|     if is_shadeless or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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|         frag.write('uint matid = 0;')
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|         if is_shadeless:
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|             frag.write('matid = 1;')
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|             frag.write('basecol = emissionCol;')
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|         if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs:
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|             frag.add_uniform('int materialID')
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|             frag.write('if (materialID == 2) matid = 2;')
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|     else:
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|         frag.write('const uint matid = 0;')
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| 
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|     frag.write('fragColor[GBUF_IDX_0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));')
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|     frag.write('fragColor[GBUF_IDX_1] = vec4(basecol, packFloat2(occlusion, specular));')
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| 
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|     if '_gbuffer2' in wrd.world_defs:
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|         if '_Veloc' in wrd.world_defs:
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|             frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
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|             frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;')
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|             frag.write('fragColor[GBUF_IDX_2].rg = vec2(posa - posb);')
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|             frag.write('fragColor[GBUF_IDX_2].b = 0.0;')
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| 
 | |
|         if mat_state.material.lnx_ignore_irradiance:
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|             frag.write('fragColor[GBUF_IDX_2].b = 1.0;')
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| 
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|     # Even if the material doesn't use emission we need to write to the
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|     # emission buffer (if used) to prevent undefined behaviour
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|     frag.write('#ifdef _EmissionShaded')
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|     frag.write('fragColor[GBUF_IDX_EMISSION] = vec4(emissionCol, 0.0);')  #Alpha channel is unused at the moment
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|     frag.write('#endif')
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| 
 | |
|     if '_SSRefraction' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs:
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|         frag.write('fragColor[GBUF_IDX_REFRACTION] = vec4(1.0, 1.0, 0.0, 1.0);')
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| 
 | |
|     return con_mesh
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| 
 | |
| 
 | |
| def make_raytracer(con_mesh):
 | |
|     con_mesh.data['vertex_elements'] = [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}, {'name': 'tex', 'data': 'float2'}]
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|     wrd = bpy.data.worlds['Lnx']
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|     vert = con_mesh.make_vert()
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|     frag = con_mesh.make_frag()
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|     vert.add_out('vec3 n')
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|     vert.add_out('vec2 uv')
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|     vert.write('n = nor;')
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|     vert.write('uv = tex;')
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|     vert.write('gl_Position = vec4(pos.xyz, 1.0);')
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| 
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| 
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| def make_forward_mobile(con_mesh):
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|     wrd = bpy.data.worlds['Lnx']
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|     vert = con_mesh.make_vert()
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|     frag = con_mesh.make_frag()
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|     geom = None
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|     tesc = None
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|     tese = None
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| 
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|     vert.add_uniform('mat3 N', '_normalMatrix')
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|     vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
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|     frag.ins = vert.outs
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| 
 | |
|     vert.add_include('compiled.inc')
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|     frag.add_include('compiled.inc')
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| 
 | |
|     lnx_discard = mat_state.material.lnx_discard
 | |
|     blend = mat_state.material.lnx_blending
 | |
|     is_transluc = mat_utils.is_transluc(mat_state.material)
 | |
|     parse_opacity = (blend and is_transluc) or lnx_discard
 | |
| 
 | |
|     _write_material_attribs_default(frag, parse_opacity)
 | |
|     cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False)
 | |
| 
 | |
|     if lnx_discard:
 | |
|         opac = mat_state.material.lnx_discard_opacity
 | |
|         frag.write('if (opacity < {0}) discard;'.format(opac))
 | |
| 
 | |
|     make_attrib.write_tex_coords(con_mesh, vert, frag, tese)
 | |
| 
 | |
|     if con_mesh.is_elem('col'):
 | |
|         vert.add_out('vec3 vcolor')
 | |
|         vert.write('vcolor = col.rgb;')
 | |
| 
 | |
|     if con_mesh.is_elem('tang'):
 | |
|         vert.add_out('mat3 TBN')
 | |
|         make_attrib.write_norpos(con_mesh, vert, declare=True)
 | |
|         vert.write('vec3 tangent = normalize(N * tang.xyz);')
 | |
|         vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
 | |
|         vert.write('TBN = mat3(tangent, bitangent, wnormal);')
 | |
|     else:
 | |
|         vert.add_out('vec3 wnormal')
 | |
|         make_attrib.write_norpos(con_mesh, vert)
 | |
|         frag.write_attrib('vec3 n = normalize(wnormal);')
 | |
| 
 | |
|     if mat_state.material.lnx_two_sided:
 | |
|         frag.write('if (!gl_FrontFacing) n *= -1;')  # Flip normal when drawing back-face
 | |
| 
 | |
|     make_attrib.write_vertpos(vert)
 | |
| 
 | |
|     frag.add_include('std/math.glsl')
 | |
|     frag.add_include('std/brdf.glsl')
 | |
| 
 | |
|     frag.add_out('vec4 fragColor')
 | |
|     blend = mat_state.material.lnx_blending
 | |
|     if blend:
 | |
|         if parse_opacity:
 | |
|             frag.write('fragColor = vec4(basecol, opacity);')
 | |
|         else:
 | |
|             frag.write('fragColor = vec4(basecol, 1.0);')
 | |
|         return
 | |
| 
 | |
|     is_shadows = '_ShadowMap' in wrd.world_defs
 | |
|     is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
 | |
|     shadowmap_sun = 'shadowMap'
 | |
|     if is_shadows_atlas:
 | |
|         is_single_atlas = '_SingleAtlas' in wrd.world_defs
 | |
|         shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas'
 | |
|         frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True)
 | |
|     frag.write('vec3 direct = vec3(0.0);')
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| 
 | |
|     if '_Sun' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 sunCol', '_sunColor')
 | |
|         frag.add_uniform('vec3 sunDir', '_sunDirection')
 | |
|         frag.write('vec3 svisibility = vec3(1.0);')
 | |
|         frag.write('float sdotNL = max(dot(n, sunDir), 0.0);')
 | |
|         if is_shadows:
 | |
|             vert.add_out('vec4 lightPosition')
 | |
|             vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
 | |
|             vert.write('lightPosition = LWVP * spos;')
 | |
|             frag.add_uniform('bool receiveShadow')
 | |
|             frag.add_uniform(f'sampler2DShadow {shadowmap_sun}')
 | |
|             frag.add_uniform('float shadowsBias', '_sunShadowsBias')
 | |
| 
 | |
|             frag.write('if (receiveShadow) {')
 | |
|             if '_CSM' in wrd.world_defs:
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|                 frag.add_include('std/shadows.glsl')
 | |
|                 frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
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|                 frag.add_uniform('vec3 eye', '_cameraPosition')
 | |
|                 frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, eye, wposition + n * shadowsBias * 10, shadowsBias, opacity != 1.0);')
 | |
|             else:
 | |
|                 frag.write('if (lightPosition.w > 0.0) {')
 | |
|                 frag.write('    vec3 lPos = lightPosition.xyz / lightPosition.w;')
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|                 if '_Legacy' in wrd.world_defs:
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|                     frag.write(f'    svisibility = float(texture({shadowmap_sun}, vec2(lPos.xy)).r > lPos.z - shadowsBias, opacity != 1.0);')
 | |
|                 else:
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|                     frag.write(f'    svisibility = texture({shadowmap_sun}, vec3(lPos.xy, lPos.z - shadowsBias), opacity != 1.0).r;')
 | |
|                 frag.write('}')
 | |
|             frag.write('}') # receiveShadow
 | |
|         frag.write('direct += basecol * sdotNL * sunCol * svisibility;')
 | |
| 
 | |
|     if '_SinglePoint' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 pointPos', '_pointPosition')
 | |
|         frag.add_uniform('vec3 pointCol', '_pointColor')
 | |
|         if '_Spot' in wrd.world_defs:
 | |
|             frag.add_uniform('vec3 spotDir', link='_spotDirection')
 | |
|             frag.add_uniform('vec3 spotRight', link='_spotRight')
 | |
|             frag.add_uniform('vec4 spotData', link='_spotData')
 | |
|         frag.write('float visibility = 1.0;')
 | |
|         frag.write('vec3 ld = pointPos - wposition;')
 | |
|         frag.write('vec3 l = normalize(ld);')
 | |
|         frag.write('float dotNL = max(dot(n, l), 0.0);')
 | |
|         if is_shadows:
 | |
|             frag.add_uniform('bool receiveShadow')
 | |
|             frag.add_uniform('float pointBias', link='_pointShadowsBias')
 | |
|             frag.add_include('std/shadows.glsl')
 | |
| 
 | |
|             frag.write('if (receiveShadow) {')
 | |
|             if '_Spot' in wrd.world_defs:
 | |
|                 vert.add_out('vec4 spotPosition')
 | |
|                 vert.add_uniform('mat4 LWVPSpotArray[1]', link='_biasLightWorldViewProjectionMatrixSpotArray')
 | |
|                 vert.write('spotPosition = LWVPSpotArray[0] * spos;')
 | |
|                 frag.add_uniform('sampler2DShadow shadowMapSpot[1]')
 | |
|                 frag.write('if (spotPosition.w > 0.0) {')
 | |
|                 frag.write('    vec3 lPos = spotPosition.xyz / spotPosition.w;')
 | |
|                 if '_Legacy' in wrd.world_defs:
 | |
|                     frag.write('    visibility = float(texture(shadowMapSpot[0], vec2(lPos.xy)).r > lPos.z - pointBias);')
 | |
|                 else:
 | |
|                     frag.write('    visibility = texture(shadowMapSpot[0], vec3(lPos.xy, lPos.z - pointBias)).r;')
 | |
|                 frag.write('}')
 | |
|             else:
 | |
|                 frag.add_uniform('vec2 lightProj', link='_lightPlaneProj')
 | |
|                 frag.add_uniform('samplerCubeShadow shadowMapPoint[1]')
 | |
|                 frag.write('const float s = shadowmapCubePcfSize;') # TODO: incorrect...
 | |
|                 frag.write('float compare = lpToDepth(ld, lightProj) - pointBias * 1.5;')
 | |
|                 frag.write('#ifdef _InvY')
 | |
|                 frag.write('l.y = -l.y;')
 | |
|                 frag.write('#endif')
 | |
|                 if '_Legacy' in wrd.world_defs:
 | |
|                     frag.write('visibility = float(texture(shadowMapPoint[0], vec3(-l + n * pointBias * 20)).r > compare);')
 | |
|                 else:
 | |
|                     frag.write('visibility = texture(shadowMapPoint[0], vec4(-l + n * pointBias * 20, compare)).r;')
 | |
|             frag.write('}') # receiveShadow
 | |
| 
 | |
|         frag.write('direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;')
 | |
| 
 | |
|     if '_Clusters' in wrd.world_defs:
 | |
|         frag.add_include('std/light_mobile.glsl')
 | |
|         frag.write('vec3 albedo = basecol;')
 | |
|         frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
 | |
|         make_cluster.write(vert, frag)
 | |
| 
 | |
|     if '_Irr' in wrd.world_defs:
 | |
|         frag.add_include('std/shirr.glsl')
 | |
|         frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance')
 | |
|         env_str = 'shIrradiance(n, shirr)'
 | |
|     else:
 | |
|         env_str = '0.5'
 | |
| 
 | |
|     frag.add_uniform('float envmapStrength', link='_envmapStrength')
 | |
|     frag.write('fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'.format(env_str))
 | |
| 
 | |
|     if '_LDR' in wrd.world_defs:
 | |
|         frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
 | |
| 
 | |
| 
 | |
| def make_forward_solid(con_mesh):
 | |
|     wrd = bpy.data.worlds['Lnx']
 | |
|     vert = con_mesh.make_vert()
 | |
|     frag = con_mesh.make_frag()
 | |
|     geom = None
 | |
|     tesc = None
 | |
|     tese = None
 | |
| 
 | |
|     for e in con_mesh.data['vertex_elements']:
 | |
|         if e['name'] == 'nor':
 | |
|             con_mesh.data['vertex_elements'].remove(e)
 | |
|             break
 | |
| 
 | |
|     vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
 | |
|     frag.ins = vert.outs
 | |
| 
 | |
|     vert.add_include('compiled.inc')
 | |
|     frag.add_include('compiled.inc')
 | |
| 
 | |
|     lnx_discard = mat_state.material.lnx_discard
 | |
|     blend = mat_state.material.lnx_blending
 | |
|     is_transluc = mat_utils.is_transluc(mat_state.material)
 | |
|     parse_opacity = (blend and is_transluc) or lnx_discard
 | |
| 
 | |
|     _write_material_attribs_default(frag, parse_opacity)
 | |
|     cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True)
 | |
| 
 | |
|     if lnx_discard:
 | |
|         opac = mat_state.material.lnx_discard_opacity
 | |
|         frag.write('if (opacity < {0}) discard;'.format(opac))
 | |
| 
 | |
|     if con_mesh.is_elem('tex'):
 | |
|         vert.add_out('vec2 texCoord')
 | |
|         vert.add_uniform('float texUnpack', link='_texUnpack')
 | |
|         if mat_state.material.lnx_tilesheet_flag:
 | |
|             vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
 | |
|             vert.write('texCoord = tex * texUnpack + tilesheetOffset;')
 | |
|         else:
 | |
|             vert.write('texCoord = tex * texUnpack;')
 | |
| 
 | |
|     if con_mesh.is_elem('col'):
 | |
|         vert.add_out('vec3 vcolor')
 | |
|         vert.write('vcolor = col.rgb;')
 | |
| 
 | |
|     make_attrib.write_norpos(con_mesh, vert, write_nor=False)
 | |
|     make_attrib.write_vertpos(vert)
 | |
| 
 | |
|     frag.add_out('vec4 fragColor')
 | |
|     if blend and parse_opacity:
 | |
|         frag.write('fragColor = vec4(basecol, opacity);')
 | |
|     else:
 | |
|         frag.write('fragColor = vec4(basecol, 1.0);')
 | |
| 
 | |
|     if '_LDR' in wrd.world_defs:
 | |
|         frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
 | |
| 
 | |
| 
 | |
| def make_forward(con_mesh):
 | |
|     wrd = bpy.data.worlds['Lnx']
 | |
|     rpdat = lnx.utils.get_rp()
 | |
|     blend = mat_state.material.lnx_blending
 | |
|     parse_opacity = blend or mat_utils.is_transluc(mat_state.material)
 | |
| 
 | |
|     make_forward_base(con_mesh, parse_opacity=parse_opacity)
 | |
|     frag = con_mesh.frag
 | |
| 
 | |
|     if '_LTC' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 lightArea0', '_lightArea0', included=True)
 | |
|         frag.add_uniform('vec3 lightArea1', '_lightArea1', included=True)
 | |
|         frag.add_uniform('vec3 lightArea2', '_lightArea2', included=True)
 | |
|         frag.add_uniform('vec3 lightArea3', '_lightArea3', included=True)
 | |
|         frag.add_uniform('sampler2D sltcMat', '_ltcMat', included=True)
 | |
|         frag.add_uniform('sampler2D sltcMag', '_ltcMag', included=True)
 | |
|         if '_ShadowMap' in wrd.world_defs:
 | |
|             if '_SinglePoint' in wrd.world_defs:
 | |
|                 frag.add_uniform('mat4 LWVPSpot[0]', link='_biasLightViewProjectionMatrixSpot0', included=True)
 | |
|                 frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True)
 | |
|             if '_Clusters' in wrd.world_defs:
 | |
|                 frag.add_uniform('mat4 LWVPSpotArray[4]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)
 | |
|                 frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True)
 | |
| 
 | |
|     if not blend:
 | |
|         mrt = 0  # mrt: multiple render targets
 | |
|         if rpdat.rp_ssr:
 | |
|             mrt = 1
 | |
|         if rpdat.rp_ss_refraction or rpdat.lnx_voxelgi_refract:
 | |
|             mrt = 2
 | |
|         if mrt != 0:
 | |
|             # Store light gbuffer for post-processing
 | |
|             frag.add_out(f'vec4 fragColor[{mrt}+1]')
 | |
|             frag.add_include('std/gbuffer.glsl')
 | |
|             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);')
 | |
|             frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));')
 | |
|             frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);')
 | |
|             if rpdat.rp_ss_refraction or rpdat.lnx_voxelgi_refract:
 | |
|                 frag.write(f'fragColor[2] = vec4(1.0, 1.0, 0.0, 1.0);')
 | |
| 
 | |
|         else:
 | |
|             frag.add_out('vec4 fragColor[1]')
 | |
|             frag.write('fragColor[0] = vec4(direct + indirect, 1.0);')
 | |
| 
 | |
|         if '_LDR' in wrd.world_defs:
 | |
|             frag.add_include('std/tonemap.glsl')
 | |
|             frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);')
 | |
| 
 | |
|     # Particle opacity
 | |
|     if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
 | |
|         frag.write('fragColor[0].rgb *= p_fade;')
 | |
| 
 | |
| 
 | |
| def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
 | |
|     global is_displacement
 | |
|     wrd = bpy.data.worlds['Lnx']
 | |
| 
 | |
|     lnx_discard = mat_state.material.lnx_discard
 | |
|     make_base(con_mesh, parse_opacity=(parse_opacity or lnx_discard))
 | |
| 
 | |
|     blend = mat_state.material.lnx_blending
 | |
| 
 | |
|     vert = con_mesh.vert
 | |
|     frag = con_mesh.frag
 | |
|     tese = con_mesh.tese
 | |
| 
 | |
|     if parse_opacity or lnx_discard:
 | |
|         if lnx_discard or blend:
 | |
|             opac = mat_state.material.lnx_discard_opacity
 | |
|             frag.write('if (opacity < {0}) discard;'.format(opac))
 | |
|         elif transluc_pass:
 | |
|             frag.write('if (opacity == 1.0) discard;')
 | |
|         else:
 | |
|             opac = '0.9999' # 1.0 - eps
 | |
|             frag.write('if (opacity < {0}) discard;'.format(opac))
 | |
| 
 | |
|     if blend:
 | |
|         frag.add_out('vec4 fragColor[1]')
 | |
|         if parse_opacity:
 | |
|             frag.write('fragColor[0] = vec4(basecol, opacity);')
 | |
|         else:
 | |
|             # frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);')
 | |
|             frag.write('fragColor[0] = vec4(basecol, 1.0);')
 | |
|         # TODO: Fade out fragments near depth buffer here
 | |
|         return
 | |
| 
 | |
|     frag.write_attrib('vec3 vVec = normalize(eyeDir);')
 | |
|     frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);')
 | |
| 
 | |
|     sh = tese if tese is not None else vert
 | |
|     sh.add_out('vec3 eyeDir')
 | |
|     sh.add_uniform('vec3 eye', '_cameraPosition')
 | |
|     sh.write('eyeDir = eye - spos.xyz;')
 | |
| 
 | |
|     frag.add_include('std/light.glsl')
 | |
|     is_shadows = '_ShadowMap' in wrd.world_defs
 | |
|     is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
 | |
|     is_single_atlas = is_shadows_atlas and '_SingleAtlas' in wrd.world_defs
 | |
|     shadowmap_sun = 'shadowMap'
 | |
|     shadowmap_sun_tr = 'shadowMapTransparent'
 | |
|     if is_shadows_atlas:
 | |
|         shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas'
 | |
|         shadowmap_sun_tr = 'shadowMapAtlasSunTransparent' if not is_single_atlas else 'shadowMapAtlasTransparent'
 | |
|         frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True)
 | |
| 
 | |
|     frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);')
 | |
|     frag.write('vec3 f0 = surfaceF0(basecol, metallic);')
 | |
| 
 | |
|     if '_Brdf' in wrd.world_defs:
 | |
|         frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png')
 | |
|         frag.write('vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;')
 | |
| 
 | |
|     if '_Irr' in wrd.world_defs:
 | |
|         frag.add_include('std/shirr.glsl')
 | |
|         frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance')
 | |
|         frag.write('vec3 envl = shIrradiance(n, shirr);')
 | |
|         if '_EnvTex' in wrd.world_defs:
 | |
|             frag.write('envl /= PI;')
 | |
|     else:
 | |
|         frag.write('vec3 envl = vec3(0.0);')
 | |
| 
 | |
|     if '_Rad' in wrd.world_defs:
 | |
|         frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance')
 | |
|         frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps')
 | |
|         frag.write('vec3 reflectionWorld = reflect(-vVec, n);')
 | |
|         frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);')
 | |
|         frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;')
 | |
| 
 | |
|     if '_EnvLDR' in wrd.world_defs:
 | |
|         frag.write('envl = pow(envl, vec3(2.2));')
 | |
|         if '_Rad' in wrd.world_defs:
 | |
|             frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));')
 | |
| 
 | |
|     frag.write('envl *= albedo;')
 | |
| 
 | |
|     if '_Brdf' in wrd.world_defs:
 | |
|         frag.write('envl.rgb *= 1.0 - (f0 * envBRDF.x + envBRDF.y);')
 | |
|     if '_Rad' in wrd.world_defs:
 | |
|         frag.write('envl += prefilteredColor * (f0 * envBRDF.x + envBRDF.y);')
 | |
|     elif '_EnvCol' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
 | |
|         frag.write('envl += backgroundCol * (f0 * envBRDF.x + envBRDF.y);')
 | |
| 
 | |
|     frag.add_uniform('float envmapStrength', link='_envmapStrength')
 | |
|     frag.write('envl *= envmapStrength * occlusion;')
 | |
| 
 | |
|     if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs:
 | |
|         if parse_opacity or '_VoxelShadow' in wrd.world_defs:
 | |
|             frag.add_include('std/conetrace.glsl')
 | |
|             frag.add_uniform('sampler3D voxels')
 | |
|             frag.add_uniform('sampler3D voxelsSDF')
 | |
|             frag.add_uniform('vec3 eye', "_cameraPosition")
 | |
|             frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
 | |
|         vert.add_out('vec4 wvpposition')
 | |
|         vert.write('wvpposition = gl_Position;')
 | |
|         frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
 | |
| 
 | |
|     if '_VoxelAOvar' in wrd.world_defs and not parse_opacity:
 | |
|         frag.add_uniform("sampler2D voxels_ao");
 | |
|         frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;')
 | |
| 
 | |
|     if '_VoxelGI' in wrd.world_defs:
 | |
|         frag.write('vec3 indirect = vec3(0.0);')
 | |
|     else:
 | |
|         frag.write('vec3 indirect = envl;')
 | |
|         
 | |
|     if '_VoxelGI' in wrd.world_defs:
 | |
|         if parse_opacity:
 | |
|             frag.write('vec4 trace = traceDiffuse(wposition, wnormal, voxels, clipmaps);')
 | |
|             frag.write('indirect = ((trace.rgb * albedo + envl * (1.0 - trace.a)) * 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, vVec, roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}')
 | |
|         else:
 | |
|             frag.add_uniform("sampler2D voxels_diffuse")
 | |
|             frag.add_uniform("sampler2D voxels_specular")
 | |
|             frag.write("indirect = textureLod(voxels_diffuse, texCoord, 0.0).rgb * albedo * voxelgiDiff;")
 | |
|             frag.write("if (roughness < 1.0 && specular > 0.0)")
 | |
|             frag.write("    indirect += textureLod(voxels_specular, texCoord, 0.0).rgb * specular * voxelgiRefl;")
 | |
| 
 | |
|     frag.write('vec3 direct = vec3(0.0);')
 | |
| 
 | |
|     if '_Sun' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 sunCol', '_sunColor')
 | |
|         frag.add_uniform('vec3 sunDir', '_sunDirection')
 | |
|         frag.write('vec3 svisibility = vec3(1.0);')
 | |
|         frag.write('vec3 sh = normalize(vVec + sunDir);')
 | |
|         frag.write('float sdotNL = dot(n, sunDir);')
 | |
|         frag.write('float sdotNH = dot(n, sh);')
 | |
|         frag.write('float sdotVH = dot(vVec, sh);')
 | |
|         if is_shadows:
 | |
|             frag.add_uniform('bool receiveShadow')
 | |
|             frag.add_uniform(f'sampler2DShadow {shadowmap_sun}', top=True)
 | |
|             frag.add_uniform(f'sampler2D {shadowmap_sun_tr}', top=True)
 | |
|             frag.add_uniform('float shadowsBias', '_sunShadowsBias')
 | |
|             frag.write('if (receiveShadow) {')
 | |
|             if '_CSM' in wrd.world_defs:
 | |
|                 frag.add_include('std/shadows.glsl')
 | |
|                 frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
 | |
|                 frag.add_uniform('vec3 eye', '_cameraPosition')
 | |
|                 if parse_opacity:
 | |
|                     frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, true);')
 | |
|                 else:
 | |
|                     frag.write(f'svisibility = shadowTestCascade({shadowmap_sun}, {shadowmap_sun_tr}, eye, wposition + n * shadowsBias * 10, shadowsBias, false);')
 | |
| 
 | |
|             else:
 | |
|                 if tese is not None:
 | |
|                     tese.add_out('vec4 lightPosition')
 | |
|                     tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix')
 | |
|                     tese.write('lightPosition = LVP * vec4(wposition, 1.0);')
 | |
|                 else:
 | |
|                     if is_displacement:
 | |
|                         vert.add_out('vec4 lightPosition')
 | |
|                         vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix')
 | |
|                         vert.write('lightPosition = LVP * vec4(wposition, 1.0);')
 | |
|                     else:
 | |
|                         vert.add_out('vec4 lightPosition')
 | |
|                         vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
 | |
|                         vert.write('lightPosition = LWVP * lightPosition;')
 | |
|                 frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;')
 | |
|                 frag.write('const vec2 smSize = shadowmapSize;')
 | |
|                 if parse_opacity:
 | |
|                     frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, true);')
 | |
|                 else:
 | |
|                     frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);')
 | |
|             if '_VoxelShadow' in wrd.world_defs:
 | |
|                 frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;')
 | |
|             frag.write('}') # receiveShadow
 | |
|         frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;')
 | |
|         # sun
 | |
| 
 | |
|     if '_SinglePoint' in wrd.world_defs:
 | |
|         frag.add_uniform('vec3 pointPos', link='_pointPosition')
 | |
|         frag.add_uniform('vec3 pointCol', link='_pointColor')
 | |
|         if '_Spot' in wrd.world_defs:
 | |
|             frag.add_uniform('vec3 spotDir', link='_spotDirection')
 | |
|             frag.add_uniform('vec3 spotRight', link='_spotRight')
 | |
|             frag.add_uniform('vec4 spotData', link='_spotData')
 | |
|         if is_shadows:
 | |
|             frag.add_uniform('bool receiveShadow')
 | |
|             frag.add_uniform('float pointBias', link='_pointShadowsBias')
 | |
|             if '_Spot' in wrd.world_defs:
 | |
|                 # Skip world matrix, already in world-space
 | |
|                 frag.add_uniform('mat4 LWVPSpot[1]', link='_biasLightViewProjectionMatrixSpotArray', included=True)
 | |
|                 frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True)
 | |
|                 frag.add_uniform('sampler2D shadowMapSpotTransparent[1]', included=True)
 | |
|             else:
 | |
|                 frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True)
 | |
|                 frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True)
 | |
|                 frag.add_uniform('samplerCube shadowMapPointTransparent[1]', included=True)
 | |
|         frag.write('direct += sampleLight(')
 | |
|         frag.write('  wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0')
 | |
|         if is_shadows:
 | |
|             if parse_opacity:
 | |
|                 frag.write(', 0, pointBias, receiveShadow, opacity != 1.0')
 | |
|             else:
 | |
|                 frag.write(', 0, pointBias, receiveShadow, false')
 | |
|         if '_Spot' in wrd.world_defs:
 | |
|             frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
 | |
|         if '_VoxelShadow' in wrd.world_defs:
 | |
|             frag.write(', voxels, voxelsSDF, clipmaps')
 | |
|         if '_MicroShadowing' in wrd.world_defs:
 | |
|             frag.write(', occlusion')
 | |
|         if '_SSRS' in wrd.world_defs:
 | |
|             frag.add_uniform('sampler2D gbufferD', top=True)
 | |
|             frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
 | |
|             frag.add_uniform('vec3 eye', '_cameraPosition')
 | |
|             frag.write(', gbufferD, invVP, eye')
 | |
|         frag.write(');')
 | |
| 
 | |
|     if '_Clusters' in wrd.world_defs:
 | |
|         make_cluster.write(vert, frag)
 | |
| 
 | |
|     if mat_state.emission_type != mat_state.EmissionType.NO_EMISSION:
 | |
|         if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
 | |
|             frag.write('direct = vec3(0.0);')
 | |
|         frag.write('indirect += emissionCol;')
 | |
| 
 | |
|     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, vVec, ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;')
 | |
|         frag.write('    indirect = mix(refraction, indirect, opacity) * voxelgiRefr;')
 | |
|         frag.write('    direct = mix(refraction, direct, opacity) * voxelgiRefr;')
 | |
|         frag.write('}')
 | |
| 
 | |
| def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
 | |
|     frag.write('vec3 basecol;')
 | |
|     frag.write('float roughness;')
 | |
|     frag.write('float metallic;')
 | |
|     frag.write('float occlusion;')
 | |
|     frag.write('float specular;')
 | |
|     # We may not use emission, but the attribute will then be removed
 | |
|     # by the shader compiler
 | |
|     frag.write('vec3 emissionCol;')
 | |
|     if parse_opacity:
 | |
|         frag.write('float opacity;')
 | |
|         frag.write('float ior;')
 |