836 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			836 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Any, Callable, Optional
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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
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import lnx.material.make_tess as make_tess
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import lnx.material.make_particle as make_particle
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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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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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is_displacement = False
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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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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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    con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }
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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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    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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    con_mesh = mat_state.data.add_context(con)
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    mat_state.con_mesh = con_mesh
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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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    make_finalize.make(con_mesh)
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    assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert'])
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    return con_mesh
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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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    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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    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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    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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    # 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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    vert.add_include('compiled.inc')
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    frag.add_include('compiled.inc')
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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:
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        write_material_attribs_post(con_mesh, frag)
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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;')
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        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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    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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    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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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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    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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    make_base(con_mesh, parse_opacity=parse_opacity)
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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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    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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    frag.add_out(f'vec4 fragColor[GBUF_SIZE]')
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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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    # Pack gbuffer
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    frag.add_include('std/gbuffer.glsl')
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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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    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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    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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    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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    # 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):
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    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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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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    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
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    blend = mat_state.material.lnx_blending
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    is_transluc = mat_utils.is_transluc(mat_state.material)
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    parse_opacity = (blend and is_transluc) or lnx_discard
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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, parse_displacement=False)
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    if lnx_discard:
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        opac = mat_state.material.lnx_discard_opacity
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        frag.write('if (opacity < {0}) discard;'.format(opac))
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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('vcolor = col.rgb;')
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    if con_mesh.is_elem('tang'):
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        vert.add_out('mat3 TBN')
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        make_attrib.write_norpos(con_mesh, vert, declare=True)
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        vert.write('vec3 tangent = normalize(N * tang.xyz);')
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        vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));')
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        vert.write('TBN = mat3(tangent, bitangent, wnormal);')
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    else:
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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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    make_attrib.write_vertpos(vert)
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    frag.add_include('std/math.glsl')
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    frag.add_include('std/brdf.glsl')
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    frag.add_out('vec4 fragColor')
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    blend = mat_state.material.lnx_blending
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    if blend:
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        if parse_opacity:
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            frag.write('fragColor = vec4(basecol, opacity);')
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        else:
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            frag.write('fragColor = vec4(basecol, 1.0);')
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        return
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    is_shadows = '_ShadowMap' in wrd.world_defs
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    is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs
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    shadowmap_sun = 'shadowMap'
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    if is_shadows_atlas:
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        is_single_atlas = '_SingleAtlas' in wrd.world_defs
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        shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas'
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        frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True)
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    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:
 | 
						|
                frag.add_include('std/shadows.glsl')
 | 
						|
                frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True)
 | 
						|
                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;')
 | 
						|
                if '_Legacy' in wrd.world_defs:
 | 
						|
                    frag.write(f'    svisibility = float(texture({shadowmap_sun}, vec2(lPos.xy)).r > lPos.z - shadowsBias, opacity != 1.0);')
 | 
						|
                else:
 | 
						|
                    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, 0.0);')
 | 
						|
 | 
						|
        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 - wposition;')
 | 
						|
    if '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs:
 | 
						|
        if '_gbuffer2' in wrd.world_defs:
 | 
						|
            if '_Veloc' in wrd.world_defs:
 | 
						|
                if tese is None:
 | 
						|
                    vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix')
 | 
						|
                    vert.add_out('vec4 wvpposition')
 | 
						|
                    vert.add_out('vec4 prevwvpposition')
 | 
						|
                    vert.write('wvpposition = gl_Position;')
 | 
						|
                    if is_displacement:
 | 
						|
                        vert.add_uniform('mat4 invW', link='_inverseWorldMatrix')
 | 
						|
                        vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
 | 
						|
                    else:
 | 
						|
                        vert.write('prevwvpposition = prevWVP * spos;')
 | 
						|
                else:
 | 
						|
                    tese.add_out('vec4 wvpposition')
 | 
						|
                    tese.add_out('vec4 prevwvpposition')
 | 
						|
                    tese.write('wvpposition = gl_Position;')
 | 
						|
                    if is_displacement:
 | 
						|
                        tese.add_uniform('mat4 invW', link='_inverseWorldMatrix')
 | 
						|
                        tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix')
 | 
						|
                        tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));')
 | 
						|
                    else:
 | 
						|
                        vert.add_uniform('mat4 prevW', link='_prevWorldMatrix')
 | 
						|
                        vert.add_out('vec3 prevwposition')
 | 
						|
                        vert.write('prevwposition = vec4(prevW * spos).xyz;')
 | 
						|
                        tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix')
 | 
						|
                        make_tess.interpolate(tese, 'prevwposition', 3)
 | 
						|
                        tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);')
 | 
						|
                frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;')
 | 
						|
                frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;')
 | 
						|
                frag.write('vec2 velocity = -vec2(posa - posb);')
 | 
						|
 | 
						|
    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;')
 | 
						|
        frag.write('vec3 F = f0 * envBRDF.x + envBRDF.y;')
 | 
						|
 | 
						|
    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 - F;')
 | 
						|
    if '_Rad' in wrd.world_defs:
 | 
						|
        frag.write('envl += prefilteredColor * F;')
 | 
						|
    elif '_EnvCol' in wrd.world_defs:
 | 
						|
        frag.add_uniform('vec3 backgroundCol', link='_backgroundCol')
 | 
						|
        frag.write('envl += backgroundCol * F;')
 | 
						|
 | 
						|
    frag.add_uniform('float envmapStrength', link='_envmapStrength')
 | 
						|
    frag.write('envl *= envmapStrength * occlusion;')
 | 
						|
 | 
						|
    if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs:
 | 
						|
        frag.add_include('std/conetrace.glsl')
 | 
						|
        frag.add_uniform('sampler3D voxels')
 | 
						|
        frag.add_uniform('sampler3D voxelsSDF')
 | 
						|
        frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps')
 | 
						|
 | 
						|
    if '_VoxelAOvar' in wrd.world_defs:
 | 
						|
        frag.write('envl *= (1.0 - traceAO(wposition, n, voxels, clipmaps));')
 | 
						|
 | 
						|
    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:
 | 
						|
        frag.write('vec4 diffuse_indirect = traceDiffuse(wposition, n, voxels, clipmaps);')
 | 
						|
        frag.write('indirect = (diffuse_indirect.rgb * albedo * (1.0 - F) + envl * (1.0 - diffuse_indirect.a)) * voxelgiDiff;')
 | 
						|
        frag.write('if (roughness < 1.0 && specular > 0.0) {')
 | 
						|
        frag.write('    indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * F * voxelgiRefl;')
 | 
						|
        frag.write('}')
 | 
						|
    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 * pos;')
 | 
						|
                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, velocity).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:
 | 
						|
            frag.write(', 0, pointBias, receiveShadow')
 | 
						|
            if '_ShadowMapTransparent' in wrd.world_defs and parse_opacity:
 | 
						|
                frag.write(', opacity != 1.0')
 | 
						|
            else:
 | 
						|
                frag.write(', 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, velocity')
 | 
						|
        if '_MicroShadowing' in wrd.world_defs:
 | 
						|
            frag.write(', occlusion')
 | 
						|
        if '_SSRS' in wrd.world_defs:
 | 
						|
            frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
 | 
						|
            frag.add_uniform('vec3 eye', '_cameraPosition')
 | 
						|
            frag.write(', wposition.z, 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('    vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity, opacity).rgb * (1.0 - F) * voxelgiRefr;')
 | 
						|
        frag.write('    indirect = mix(refraction, indirect, opacity);')
 | 
						|
        frag.write('    direct = mix(refraction, direct, opacity);')
 | 
						|
        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 = 1.45;')
 |