413 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			413 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Union
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import bpy
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import lnx
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import lnx.log as log
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import lnx.material.cycles as c
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import lnx.material.cycles_functions as c_functions
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from lnx.material.parser_state import ParserPass, ParserState
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from lnx.material.shader import floatstr, vec3str
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if lnx.is_reload(__name__):
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    log = lnx.reload_module(log)
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    c = lnx.reload_module(c)
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    c_functions = lnx.reload_module(c_functions)
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    lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state)
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    from lnx.material.parser_state import ParserState
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    lnx.material.shader = lnx.reload_module(lnx.material.shader)
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    from lnx.material.shader import floatstr, vec3str
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else:
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    lnx.enable_reload(__name__)
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def parse_maprange(node: bpy.types.ShaderNodeMapRange, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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    interp = node.interpolation_type
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    value: str = c.parse_value_input(node.inputs[0]) if node.inputs[0].is_linked else c.to_vec1(node.inputs[0].default_value)
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    fromMin = c.parse_value_input(node.inputs[1])
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    fromMax = c.parse_value_input(node.inputs[2])
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    toMin = c.parse_value_input(node.inputs[3])
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    toMax = c.parse_value_input(node.inputs[4])
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    if interp == "LINEAR":
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        state.curshader.add_function(c_functions.str_map_range_linear)
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        out = f'map_range_linear({value}, {fromMin}, {fromMax}, {toMin}, {toMax})'
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    elif interp == "STEPPED":
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        steps = float(c.parse_value_input(node.inputs[5]))
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        state.curshader.add_function(c_functions.str_map_range_stepped)
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        out = f'map_range_stepped({value}, {fromMin}, {fromMax}, {toMin}, {toMax}, {steps})'
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    elif interp == "SMOOTHSTEP":
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        state.curshader.add_function(c_functions.str_map_range_smoothstep)
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        out = f'map_range_smoothstep({value}, {fromMin}, {fromMax}, {toMin}, {toMax})'
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    elif interp == "SMOOTHERSTEP":
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        state.curshader.add_function(c_functions.str_map_range_smootherstep)
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        out = f'map_range_smootherstep({value}, {fromMin}, {fromMax}, {toMin}, {toMax})'
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    else:
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        log.warn(f'Interpolation mode {interp} not supported for Map Range node')
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        return '0.0'
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    if node.clamp:
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        out = f'clamp({out}, {toMin}, {toMax})'
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    return out
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def parse_blackbody(node: bpy.types.ShaderNodeBlackbody, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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    t = c.parse_value_input(node.inputs[0])
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    state.curshader.add_function(c_functions.str_blackbody)
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    return f'blackbody({t})'
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def parse_clamp(node: bpy.types.ShaderNodeClamp, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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    value = c.parse_value_input(node.inputs['Value'])
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    minVal = c.parse_value_input(node.inputs['Min'])
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    maxVal = c.parse_value_input(node.inputs['Max'])
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    if node.clamp_type == 'MINMAX':
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        # Condition is minVal < maxVal, otherwise use 'RANGE' type
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        return f'clamp({value}, {minVal}, {maxVal})'
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    elif node.clamp_type == 'RANGE':
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        return f'{minVal} < {maxVal} ? clamp({value}, {minVal}, {maxVal}) : clamp({value}, {maxVal}, {minVal})'
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    else:
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        log.warn(f'Clamp node: unsupported clamp type {node.clamp_type}.')
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        return value
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def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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    input_fac: bpy.types.NodeSocket = node.inputs[0]
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    alpha_out = out_socket == node.outputs[1]
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    fac: str = c.parse_value_input(input_fac) if input_fac.is_linked else c.to_vec1(input_fac.default_value)
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    interp = node.color_ramp.interpolation
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    elems = node.color_ramp.elements
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    if len(elems) == 1:
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        if alpha_out:
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            return c.to_vec1(elems[0].color[3])  # Return alpha from the color
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        else:
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            return c.to_vec3(elems[0].color)  # Return RGB
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    name_prefix = c.node_name(node.name).upper()
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    if alpha_out:
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        cols_var = name_prefix + '_ALPHAS'
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    else:
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        cols_var = name_prefix + '_COLS'
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    if state.current_pass == ParserPass.REGULAR:
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        if alpha_out:
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            cols_entries = ', '.join(f'{elem.color[3]}' for elem in elems)
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            # Add last value twice to avoid out of bounds access
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            cols_entries += f', {elems[len(elems) - 1].color[3]}'
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            state.curshader.add_const("float", cols_var, cols_entries, array_size=len(elems) + 1)
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        else:
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            # Create array of RGB values for color output
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            cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
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            cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
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            state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
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    fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
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    state.curshader.write(f'float {fac_var} = {fac};')
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    # Get index of the nearest left element relative to the factor
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    index = '0 + '
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    index += ' + '.join([f'(({fac_var} > {elems[i].position}) ? 1 : 0)' for i in range(1, len(elems))])
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    # Write index
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    index_var = c.node_name(node.name) + '_i' + state.get_parser_pass_suffix()
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    state.curshader.write(f'int {index_var} = {index};')
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    if interp == 'CONSTANT':
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        return f'{cols_var}[{index_var}]'
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    # Linear interpolation
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    else:
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        # Write factor array - same for both color and alpha
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        facs_var = name_prefix + '_FACS'
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        if state.current_pass == ParserPass.REGULAR:
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            facs_entries = ', '.join(str(elem.position) for elem in elems)
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            # Add one more entry at the rightmost position to avoid out of bounds access
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            facs_entries += ', 1.0'
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            state.curshader.add_const("float", facs_var, facs_entries, array_size=len(elems) + 1)
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        # Calculation for interpolation position
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        prev_stop_fac = f'{facs_var}[{index_var}]'
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        next_stop_fac = f'{facs_var}[{index_var} + 1]'
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        prev_stop_col = f'{cols_var}[{index_var}]'
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        next_stop_col = f'{cols_var}[{index_var} + 1]'
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        rel_pos = f'({fac_var} - {prev_stop_fac}) * (1.0 / ({next_stop_fac} - {prev_stop_fac}))'
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        # Use mix function for both alpha and color outputs (mix works on floats too)
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        return f'mix({prev_stop_col}, {next_stop_col}, max({rel_pos}, 0.0))'
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if bpy.app.version > (3, 2, 0):
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    def parse_combine_color(node: bpy.types.ShaderNodeCombineColor, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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        if node.mode == 'RGB':
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            return parse_combrgb(node, out_socket, state)
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        elif node.mode == 'HSV':
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            return parse_combhsv(node, out_socket, state)
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        elif node.mode == 'HSL':
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            log.warn('Combine Color node: HSL mode is not supported, using default value')
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            return c.to_vec3((0.0, 0.0, 0.0))
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def parse_combhsv(node: bpy.types.ShaderNodeCombineHSV, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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    state.curshader.add_function(c_functions.str_hue_sat)
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    h = c.parse_value_input(node.inputs[0])
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    s = c.parse_value_input(node.inputs[1])
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    v = c.parse_value_input(node.inputs[2])
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    return f'hsv_to_rgb(vec3({h}, {s}, {v}))'
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def parse_combrgb(node: bpy.types.ShaderNodeCombineRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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    r = c.parse_value_input(node.inputs[0])
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    g = c.parse_value_input(node.inputs[1])
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    b = c.parse_value_input(node.inputs[2])
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    return f'vec3({r}, {g}, {b})'
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def parse_combxyz(node: bpy.types.ShaderNodeCombineXYZ, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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    x = c.parse_value_input(node.inputs[0])
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    y = c.parse_value_input(node.inputs[1])
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    z = c.parse_value_input(node.inputs[2])
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    return f'vec3({x}, {y}, {z})'
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def parse_wavelength(node: bpy.types.ShaderNodeWavelength, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
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    state.curshader.add_function(c_functions.str_wavelength_to_rgb)
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    wl = c.parse_value_input(node.inputs[0])
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    # Roughly map to cycles - 450 to 600 nanometers
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    return f'wavelength_to_rgb(({wl} - 450.0) / 150.0)'
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def parse_vectormath(node: bpy.types.ShaderNodeVectorMath, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
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    op = node.operation
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    vec1 = c.parse_vector_input(node.inputs[0])
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    vec2 = c.parse_vector_input(node.inputs[1])
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    if out_socket.type == 'VECTOR':
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        if op == 'ADD':
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            return f'({vec1} + {vec2})'
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        elif op == 'SUBTRACT':
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            return f'({vec1} - {vec2})'
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        elif op == 'MULTIPLY':
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            return f'({vec1} * {vec2})'
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        elif op == 'DIVIDE':
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            state.curshader.add_function(c_functions.str_safe_divide)
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            return f'safe_divide({vec1}, {vec2})'
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        elif op == 'NORMALIZE':
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            return f'normalize({vec1})'
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        elif op == 'SCALE':
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            # Scale is input 3 despite being visually on another position (see the python tooltip in Blender)
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            scale = c.parse_value_input(node.inputs[3])
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            return f'{vec1} * {scale}'
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        elif op == 'REFLECT':
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            return f'reflect({vec1}, normalize({vec2}))'
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        elif op == 'PROJECT':
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            state.curshader.add_function(c_functions.str_project)
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            return f'project({vec1}, {vec2})'
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        elif op == 'CROSS_PRODUCT':
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            return f'cross({vec1}, {vec2})'
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        elif op == 'SINE':
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            return f'sin({vec1})'
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        elif op == 'COSINE':
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            return f'cos({vec1})'
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        elif op == 'TANGENT':
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            return f'tan({vec1})'
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        elif op == 'MODULO':
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            return f'mod({vec1}, {vec2})'
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        elif op == 'FRACTION':
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            return f'fract({vec1})'
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        elif op == 'SNAP':
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            state.curshader.add_function(c_functions.str_safe_divide)
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            return f'floor(safe_divide({vec1}, {vec2})) * {vec2}'
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        elif op == 'WRAP':
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            vec3 = c.parse_vector_input(node.inputs[2])
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            state.curshader.add_function(c_functions.str_wrap)
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            return f'wrap({vec1}, {vec2}, {vec3})'
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        elif op == 'CEIL':
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            return f'ceil({vec1})'
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        elif op == 'FLOOR':
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            return f'floor({vec1})'
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        elif op == 'MAXIMUM':
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            return f'max({vec1}, {vec2})'
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        elif op == 'MINIMUM':
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            return f'min({vec1}, {vec2})'
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        elif op == 'ABSOLUTE':
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            return f'abs({vec1})'
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        log.warn(f'Vectormath node: unsupported operation {node.operation}.')
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        return vec1
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    # Float output
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    if op == 'DOT_PRODUCT':
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        return f'dot({vec1}, {vec2})'
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    elif op == 'DISTANCE':
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        return f'distance({vec1}, {vec2})'
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    elif op == 'LENGTH':
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        return f'length({vec1})'
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    log.warn(f'Vectormath node: unsupported operation {node.operation}.')
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    return '0.0'
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def parse_math(node: bpy.types.ShaderNodeMath, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
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    val1 = c.parse_value_input(node.inputs[0])
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    val2 = c.parse_value_input(node.inputs[1])
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    op = node.operation
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    if op == 'ADD':
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        out_val = '({0} + {1})'.format(val1, val2)
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    elif op == 'SUBTRACT':
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        out_val = '({0} - {1})'.format(val1, val2)
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    elif op == 'MULTIPLY':
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        out_val = '({0} * {1})'.format(val1, val2)
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    elif op == 'DIVIDE':
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        out_val = '({0} / {1})'.format(val1, val2)
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    elif op == 'MULTIPLY_ADD':
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        val3 = c.parse_value_input(node.inputs[2])
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        out_val = '({0} * {1} + {2})'.format(val1, val2, val3)
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    elif op == 'POWER':
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        out_val = 'pow({0}, {1})'.format(val1, val2)
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    elif op == 'LOGARITHM':
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        out_val = 'log({0})'.format(val1)
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    elif op == 'SQRT':
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        out_val = 'sqrt({0})'.format(val1)
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    elif op == 'INVERSE_SQRT':
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        out_val = 'inversesqrt({0})'.format(val1)
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    elif op == 'ABSOLUTE':
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        out_val = 'abs({0})'.format(val1)
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    elif op == 'EXPONENT':
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        out_val = 'exp({0})'.format(val1)
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    elif op == 'MINIMUM':
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        out_val = 'min({0}, {1})'.format(val1, val2)
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    elif op == 'MAXIMUM':
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        out_val = 'max({0}, {1})'.format(val1, val2)
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    elif op == 'LESS_THAN':
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        out_val = 'float({0} < {1})'.format(val1, val2)
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    elif op == 'GREATER_THAN':
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        out_val = 'float({0} > {1})'.format(val1, val2)
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    elif op == 'SIGN':
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        out_val = 'sign({0})'.format(val1)
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    elif op == 'COMPARE':
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        val3 = c.parse_value_input(node.inputs[2])
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        out_val = 'float((abs({0} - {1}) <= max({2}, 1e-5)) ? 1.0 : 0.0)'.format(val1, val2, val3)
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    elif op == 'SMOOTH_MIN':
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        val3 = c.parse_value_input(node.inputs[2])
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        out_val = 'float(float({2} != 0.0 ? min({0},{1}) - (max({2} - abs({0} - {1}), 0.0) / {2}) * (max({2} - abs({0} - {1}), 0.0) / {2}) * (max({2} - abs({0} - {1}), 0.0) / {2}) * {2} * (1.0 / 6.0) : min({0}, {1})))'.format(val1, val2, val3)
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    elif op == 'SMOOTH_MAX':
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        val3 = c.parse_value_input(node.inputs[2])
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        out_val = 'float(0-(float({2} != 0.0 ? min(-{0},-{1}) - (max({2} - abs(-{0} - (-{1})), 0.0) / {2}) * (max({2} - abs(-{0} - (-{1})), 0.0) / {2}) * (max({2} - abs(-{0} - (-{1})), 0.0) / {2}) * {2} * (1.0 / 6.0) : min(-{0}, (-{1})))))'.format(val1, val2, val3)
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    elif op == 'ROUND':
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        # out_val = 'round({0})'.format(val1)
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        out_val = 'floor({0} + 0.5)'.format(val1)
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    elif op == 'FLOOR':
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        out_val = 'floor({0})'.format(val1)
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    elif op == 'CEIL':
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        out_val = 'ceil({0})'.format(val1)
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    elif op == 'TRUNC':
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        out_val = 'trunc({0})'.format(val1)
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    elif op == 'FRACT':
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        out_val = 'fract({0})'.format(val1)
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    elif op == 'MODULO':
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        # out_val = 'float({0} % {1})'.format(val1, val2)
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        out_val = 'mod({0}, {1})'.format(val1, val2)
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    elif op == 'WRAP':
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        val3 = c.parse_value_input(node.inputs[2])
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        out_val = 'float((({1}-{2}) != 0.0) ? {0} - (({1}-{2}) * floor(({0} - {2}) / ({1}-{2}))) : {2})'.format(val1, val2, val3)
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    elif op == 'SNAP':
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        out_val = 'floor(({1} != 0.0) ? {0} / {1} : 0.0) * {1}'.format(val1, val2)
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    elif op == 'PINGPONG':
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        out_val = 'float(({1} != 0.0) ? abs(fract(({0} - {1}) / ({1} * 2.0)) * {1} * 2.0 - {1}) : 0.0)'.format(val1, val2)
 | 
						|
    elif op == 'SINE':
 | 
						|
        out_val = 'sin({0})'.format(val1)
 | 
						|
    elif op == 'COSINE':
 | 
						|
        out_val = 'cos({0})'.format(val1)
 | 
						|
    elif op == 'TANGENT':
 | 
						|
        out_val = 'tan({0})'.format(val1)
 | 
						|
    elif op == 'ARCSINE':
 | 
						|
        out_val = 'asin({0})'.format(val1)
 | 
						|
    elif op == 'ARCCOSINE':
 | 
						|
        out_val = 'acos({0})'.format(val1)
 | 
						|
    elif op == 'ARCTANGENT':
 | 
						|
        out_val = 'atan({0})'.format(val1)
 | 
						|
    elif op == 'ARCTAN2':
 | 
						|
        out_val = 'atan({0}, {1})'.format(val1, val2)
 | 
						|
    elif op == 'SINH':
 | 
						|
        out_val = 'sinh({0})'.format(val1)
 | 
						|
    elif op == 'COSH':
 | 
						|
        out_val = 'cosh({0})'.format(val1)
 | 
						|
    elif op == 'TANH':
 | 
						|
        out_val = 'tanh({0})'.format(val1)
 | 
						|
    elif op == 'RADIANS':
 | 
						|
        out_val = 'radians({0})'.format(val1)
 | 
						|
    elif op == 'DEGREES':
 | 
						|
        out_val = 'degrees({0})'.format(val1)
 | 
						|
 | 
						|
    if node.use_clamp:
 | 
						|
        return 'clamp({0}, 0.0, 1.0)'.format(out_val)
 | 
						|
    else:
 | 
						|
        return out_val
 | 
						|
 | 
						|
 | 
						|
def parse_rgbtobw(node: bpy.types.ShaderNodeRGBToBW, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
 | 
						|
    return c.rgb_to_bw(c.parse_vector_input(node.inputs[0]))
 | 
						|
 | 
						|
if bpy.app.version > (3, 2, 0):
 | 
						|
    def parse_separate_color(node: bpy.types.ShaderNodeSeparateColor, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
 | 
						|
        if node.mode == 'RGB':
 | 
						|
            return parse_seprgb(node, out_socket, state)
 | 
						|
        elif node.mode == 'HSV':
 | 
						|
            return parse_sephsv(node, out_socket, state)
 | 
						|
        elif node.mode == 'HSL':
 | 
						|
            log.warn('Separate Color node: HSL mode is not supported, using default value')
 | 
						|
            return '0.0'
 | 
						|
 | 
						|
 | 
						|
def parse_sephsv(node: bpy.types.ShaderNodeSeparateHSV, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
 | 
						|
    state.curshader.add_function(c_functions.str_hue_sat)
 | 
						|
 | 
						|
    hsv_var = c.node_name(node.name) + '_hsv' + state.get_parser_pass_suffix()
 | 
						|
    if not state.curshader.contains(hsv_var):  # Already written if a second output is parsed
 | 
						|
        state.curshader.write(f'const vec3 {hsv_var} = rgb_to_hsv({c.parse_vector_input(node.inputs["Color"])}.rgb);')
 | 
						|
 | 
						|
    if out_socket == node.outputs[0]:
 | 
						|
        return f'{hsv_var}.x'
 | 
						|
    elif out_socket == node.outputs[1]:
 | 
						|
        return f'{hsv_var}.y'
 | 
						|
    elif out_socket == node.outputs[2]:
 | 
						|
        return f'{hsv_var}.z'
 | 
						|
 | 
						|
 | 
						|
def parse_seprgb(node: bpy.types.ShaderNodeSeparateRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
 | 
						|
    col = c.parse_vector_input(node.inputs[0])
 | 
						|
    if out_socket == node.outputs[0]:
 | 
						|
        return '{0}.r'.format(col)
 | 
						|
    elif out_socket == node.outputs[1]:
 | 
						|
        return '{0}.g'.format(col)
 | 
						|
    elif out_socket == node.outputs[2]:
 | 
						|
        return '{0}.b'.format(col)
 | 
						|
 | 
						|
 | 
						|
def parse_sepxyz(node: bpy.types.ShaderNodeSeparateXYZ, out_socket: bpy.types.NodeSocket, state: ParserState) -> floatstr:
 | 
						|
    vec = c.parse_vector_input(node.inputs[0])
 | 
						|
    if out_socket == node.outputs[0]:
 | 
						|
        return '{0}.x'.format(vec)
 | 
						|
    elif out_socket == node.outputs[1]:
 | 
						|
        return '{0}.y'.format(vec)
 | 
						|
    elif out_socket == node.outputs[2]:
 | 
						|
        return '{0}.z'.format(vec)
 |