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										 |  |  | import os | 
					
						
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							|  |  |  | import bpy | 
					
						
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 | 
					
						
							|  |  |  | import lnx.assets as assets | 
					
						
							|  |  |  | import lnx.log as log | 
					
						
							|  |  |  | from lnx.material import make_shader | 
					
						
							|  |  |  | from lnx.material.parser_state import ParserState, ParserContext | 
					
						
							|  |  |  | from lnx.material.shader import ShaderContext, Shader | 
					
						
							|  |  |  | import lnx.material.cycles as cycles | 
					
						
							|  |  |  | import lnx.node_utils as node_utils | 
					
						
							|  |  |  | import lnx.utils | 
					
						
							|  |  |  | import lnx.write_probes as write_probes | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | if lnx.is_reload(__name__): | 
					
						
							|  |  |  |     lnx.assets = lnx.reload_module(lnx.assets) | 
					
						
							|  |  |  |     lnx.log = lnx.reload_module(lnx.log) | 
					
						
							|  |  |  |     lnx.material = lnx.reload_module(lnx.material) | 
					
						
							|  |  |  |     lnx.material.parser_state = lnx.reload_module(lnx.material.parser_state) | 
					
						
							|  |  |  |     from lnx.material.parser_state import ParserState, ParserContext | 
					
						
							|  |  |  |     lnx.material.shader = lnx.reload_module(lnx.material.shader) | 
					
						
							|  |  |  |     from lnx.material.shader import ShaderContext, Shader | 
					
						
							|  |  |  |     cycles = lnx.reload_module(cycles) | 
					
						
							|  |  |  |     node_utils = lnx.reload_module(node_utils) | 
					
						
							|  |  |  |     lnx.utils = lnx.reload_module(lnx.utils) | 
					
						
							|  |  |  |     write_probes = lnx.reload_module(write_probes) | 
					
						
							|  |  |  | else: | 
					
						
							|  |  |  |     lnx.enable_reload(__name__) | 
					
						
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							|  |  |  | callback = None | 
					
						
							|  |  |  | shader_datas = [] | 
					
						
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							|  |  |  | def build(): | 
					
						
							|  |  |  |     """Builds world shaders for all exported worlds.""" | 
					
						
							|  |  |  |     global shader_datas | 
					
						
							|  |  |  | 
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							|  |  |  |     wrd = bpy.data.worlds['Lnx'] | 
					
						
							|  |  |  |     rpdat = lnx.utils.get_rp() | 
					
						
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							|  |  |  |     mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid' | 
					
						
							|  |  |  |     envpath = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Assets', 'envmaps') | 
					
						
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							|  |  |  |     wrd.world_defs = '' | 
					
						
							|  |  |  |     worlds = [] | 
					
						
							|  |  |  |     shader_datas = [] | 
					
						
							|  |  |  | 
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							|  |  |  |     with write_probes.setup_envmap_render(): | 
					
						
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										 |  |  |         #for scene in bpy.data.scenes: | 
					
						
							|  |  |  |         for world in bpy.data.worlds: | 
					
						
							|  |  |  |             #world = scene.world | 
					
						
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										 |  |  |             assigned = False; | 
					
						
							|  |  |  |             for scene in bpy.data.scenes: | 
					
						
							|  |  |  |                 if scene.lnx_export and scene.world is not None: | 
					
						
							|  |  |  |                     if scene.world.name == world.name: | 
					
						
							|  |  |  |                         assigned = True; | 
					
						
							|  |  |  |                         break; | 
					
						
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							|  |  |  |             #if scene.lnx_export and world is not None and world not in worlds: | 
					
						
							|  |  |  |             # Only export worlds from enabled scenes and with fake users                 | 
					
						
							|  |  |  |             if (world.use_fake_user and world.name != 'Lnx') or assigned: | 
					
						
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										 |  |  |                 worlds.append(world) | 
					
						
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							|  |  |  |                 world.lnx_envtex_name = '' | 
					
						
							|  |  |  |                 create_world_shaders(world) | 
					
						
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							|  |  |  |                 if rpdat.lnx_irradiance: | 
					
						
							|  |  |  |                     # Plain background color | 
					
						
							|  |  |  |                     if '_EnvCol' in world.world_defs: | 
					
						
							|  |  |  |                         world_name = lnx.utils.safestr(world.name) | 
					
						
							|  |  |  |                         # Irradiance json file name | 
					
						
							|  |  |  |                         world.lnx_envtex_name = world_name | 
					
						
							|  |  |  |                         world.lnx_envtex_irr_name = world_name | 
					
						
							|  |  |  |                         write_probes.write_color_irradiance(world_name, world.lnx_envtex_color) | 
					
						
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							|  |  |  |                     # Render world to envmap for (ir)radiance, if no | 
					
						
							|  |  |  |                     # other probes are exported | 
					
						
							|  |  |  |                     elif world.lnx_envtex_name == '': | 
					
						
							|  |  |  |                         image_file = write_probes.render_envmap(envpath, world) | 
					
						
							|  |  |  |                         image_filepath = os.path.join(envpath, image_file) | 
					
						
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							|  |  |  |                         world.lnx_envtex_name = image_file | 
					
						
							|  |  |  |                         world.lnx_envtex_irr_name = os.path.basename(image_filepath).rsplit('.', 1)[0] | 
					
						
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							|  |  |  |                         write_radiance = rpdat.lnx_radiance and not mobile_mat | 
					
						
							|  |  |  |                         mip_count = write_probes.write_probes(image_filepath, write_probes.ENVMAP_FORMAT == 'JPEG', False, world.lnx_envtex_num_mips, write_radiance) | 
					
						
							|  |  |  |                         world.lnx_envtex_num_mips = mip_count | 
					
						
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							|  |  |  |                         if write_radiance: | 
					
						
							|  |  |  |                             # Set world def, everything else is handled by write_probes() | 
					
						
							|  |  |  |                             wrd.world_defs += '_Rad' | 
					
						
							|  |  |  |                             assets.add_khafile_def("lnx_radiance") | 
					
						
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							|  |  |  |     write_probes.check_last_cmft_time() | 
					
						
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							|  |  |  | def create_world_shaders(world: bpy.types.World): | 
					
						
							|  |  |  |     """Creates fragment and vertex shaders for the given world.""" | 
					
						
							|  |  |  |     global shader_datas | 
					
						
							|  |  |  |     world_name = lnx.utils.safestr(world.name) | 
					
						
							|  |  |  |     pass_name = 'World_' + world_name | 
					
						
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							|  |  |  |     shader_props = { | 
					
						
							|  |  |  |         'name': world_name, | 
					
						
							|  |  |  |         'depth_write': False, | 
					
						
							|  |  |  |         'compare_mode': 'less', | 
					
						
							|  |  |  |         'cull_mode': 'clockwise', | 
					
						
							|  |  |  |         'color_attachments': ['_HDR'], | 
					
						
							|  |  |  |         'vertex_elements': [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}] | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     shader_data = {'name': world_name + '_data', 'contexts': [shader_props]} | 
					
						
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							|  |  |  |     # ShaderContext expects a material, but using a world also works | 
					
						
							|  |  |  |     shader_context = ShaderContext(world, shader_data, shader_props) | 
					
						
							|  |  |  |     vert = shader_context.make_vert(custom_name="World_" + world_name) | 
					
						
							|  |  |  |     frag = shader_context.make_frag(custom_name="World_" + world_name) | 
					
						
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							|  |  |  |     # Update name, make_vert() and make_frag() above need another name | 
					
						
							|  |  |  |     # to work | 
					
						
							|  |  |  |     shader_context.data['name'] = pass_name | 
					
						
							|  |  |  | 
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							|  |  |  |     vert.add_out('vec3 normal') | 
					
						
							|  |  |  |     vert.add_uniform('mat4 SMVP', link="_skydomeMatrix") | 
					
						
							|  |  |  | 
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							|  |  |  |     frag.add_include('compiled.inc') | 
					
						
							|  |  |  |     frag.add_in('vec3 normal') | 
					
						
							|  |  |  |     frag.add_out('vec4 fragColor') | 
					
						
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							|  |  |  |     frag.write_attrib('vec3 n = normalize(normal);') | 
					
						
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							|  |  |  |     vert.write('''normal = nor;
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							|  |  |  |     vec4 position = SMVP * vec4(pos, 1.0); | 
					
						
							|  |  |  |     gl_Position = vec4(position);''')
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							|  |  |  | 
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							|  |  |  |     build_node_tree(world, frag, vert, shader_context) | 
					
						
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							|  |  |  |     # TODO: Rework shader export so that it doesn't depend on materials | 
					
						
							|  |  |  |     # to prevent workaround code like this | 
					
						
							|  |  |  |     rel_path = os.path.join(lnx.utils.build_dir(), 'compiled', 'Shaders') | 
					
						
							|  |  |  |     full_path = os.path.join(lnx.utils.get_fp(), rel_path) | 
					
						
							|  |  |  |     if not os.path.exists(full_path): | 
					
						
							|  |  |  |         os.makedirs(full_path) | 
					
						
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							|  |  |  |     # Output: World_[world_name].[frag/vert].glsl | 
					
						
							|  |  |  |     make_shader.write_shader(rel_path, shader_context.vert, 'vert', world_name, 'World') | 
					
						
							|  |  |  |     make_shader.write_shader(rel_path, shader_context.frag, 'frag', world_name, 'World') | 
					
						
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							|  |  |  |     # Write shader data file | 
					
						
							|  |  |  |     shader_data_file = pass_name + '_data.lnx' | 
					
						
							|  |  |  |     lnx.utils.write_lnx(os.path.join(full_path, shader_data_file), {'contexts': [shader_context.data]}) | 
					
						
							|  |  |  |     shader_data_path = os.path.join(lnx.utils.get_fp_build(), 'compiled', 'Shaders', shader_data_file) | 
					
						
							|  |  |  |     assets.add_shader_data(shader_data_path) | 
					
						
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							|  |  |  |     assets.add_shader_pass(pass_name) | 
					
						
							|  |  |  |     assets.shader_passes_assets[pass_name] = shader_context.data | 
					
						
							|  |  |  |     shader_datas.append({'contexts': [shader_context.data], 'name': pass_name}) | 
					
						
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							|  |  |  | def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader, con: ShaderContext): | 
					
						
							|  |  |  |     """Generates the shader code for the given world.""" | 
					
						
							|  |  |  |     world_name = lnx.utils.safestr(world.name) | 
					
						
							|  |  |  |     world.world_defs = '' | 
					
						
							|  |  |  |     rpdat = lnx.utils.get_rp() | 
					
						
							|  |  |  |     wrd = bpy.data.worlds['Lnx'] | 
					
						
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							|  |  |  |     if callback is not None: | 
					
						
							|  |  |  |         callback() | 
					
						
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							|  |  |  |     # film_transparent, do not render | 
					
						
							|  |  |  |     if bpy.context.scene is not None and bpy.context.scene.render.film_transparent: | 
					
						
							|  |  |  |         world.world_defs += '_EnvCol' | 
					
						
							|  |  |  |         frag.add_uniform('vec3 backgroundCol', link='_backgroundCol') | 
					
						
							|  |  |  |         frag.write('fragColor.rgb = backgroundCol;') | 
					
						
							|  |  |  |         return | 
					
						
							|  |  |  | 
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							|  |  |  |     parser_state = ParserState(ParserContext.WORLD, world.name, world) | 
					
						
							|  |  |  |     parser_state.con = con | 
					
						
							|  |  |  |     parser_state.curshader = frag | 
					
						
							|  |  |  |     parser_state.frag = frag | 
					
						
							|  |  |  |     parser_state.vert = vert | 
					
						
							|  |  |  |     cycles.state = parser_state | 
					
						
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							|  |  |  |     # Traverse world node tree | 
					
						
							|  |  |  |     is_parsed = False | 
					
						
							|  |  |  |     if world.node_tree is not None: | 
					
						
							|  |  |  |         output_node = node_utils.get_node_by_type(world.node_tree, 'OUTPUT_WORLD') | 
					
						
							|  |  |  |         if output_node is not None: | 
					
						
							|  |  |  |             is_parsed = parse_world_output(world, output_node, frag) | 
					
						
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							|  |  |  |     # No world nodes/no output node, use background color | 
					
						
							|  |  |  |     if not is_parsed: | 
					
						
							|  |  |  |         solid_mat = rpdat.lnx_material_model == 'Solid' | 
					
						
							|  |  |  |         if rpdat.lnx_irradiance and not solid_mat: | 
					
						
							|  |  |  |             world.world_defs += '_Irr' | 
					
						
							|  |  |  |             assets.add_khafile_def("lnx_irradiance") | 
					
						
							|  |  |  |         col = world.color | 
					
						
							|  |  |  |         world.lnx_envtex_color = [col[0], col[1], col[2], 1.0] | 
					
						
							|  |  |  |         world.lnx_envtex_strength = 1.0 | 
					
						
							|  |  |  |         world.world_defs += '_EnvCol' | 
					
						
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										 |  |  |         assets.add_khafile_def("lnx_envcol") | 
					
						
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							|  |  |  |     # Clouds enabled | 
					
						
							|  |  |  |     if rpdat.lnx_clouds and world.lnx_use_clouds: | 
					
						
							|  |  |  |         world.world_defs += '_EnvClouds' | 
					
						
							|  |  |  |         # Also set this flag globally so that the required textures are | 
					
						
							|  |  |  |         # included | 
					
						
							|  |  |  |         wrd.world_defs += '_EnvClouds' | 
					
						
							|  |  |  |         frag_write_clouds(world, frag) | 
					
						
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							|  |  |  |     if '_EnvSky' in world.world_defs or '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs or '_EnvClouds' in world.world_defs: | 
					
						
							|  |  |  |         frag.add_uniform('float envmapStrength', link='_envmapStrength') | 
					
						
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							|  |  |  |     # Clear background color | 
					
						
							|  |  |  |     if '_EnvCol' in world.world_defs: | 
					
						
							|  |  |  |         frag.write('fragColor.rgb = backgroundCol;') | 
					
						
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							|  |  |  |     elif '_EnvTex' in world.world_defs and '_EnvLDR' in world.world_defs: | 
					
						
							|  |  |  |         frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(2.2));') | 
					
						
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							|  |  |  |     if '_EnvClouds' in world.world_defs: | 
					
						
							|  |  |  |         frag.write('if (pos.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, pos), clamp(pos.z * 5.0, 0, 1));') | 
					
						
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							|  |  |  |     if '_EnvLDR' in world.world_defs: | 
					
						
							|  |  |  |         frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') | 
					
						
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							|  |  |  |     # Mark as non-opaque | 
					
						
							|  |  |  |     frag.write('fragColor.a = 0.0;') | 
					
						
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							|  |  |  |     finalize(frag, vert) | 
					
						
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							|  |  |  | def finalize(frag: Shader, vert: Shader): | 
					
						
							|  |  |  |     """Checks the given fragment shader for completeness and adds
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							|  |  |  |     variable initializations if required. | 
					
						
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							|  |  |  |     TODO: Merge with make_finalize? | 
					
						
							|  |  |  |     """
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							|  |  |  |     if frag.contains('pos') and not frag.contains('vec3 pos'): | 
					
						
							|  |  |  |         frag.write_attrib('vec3 pos = -n;') | 
					
						
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							|  |  |  |     if frag.contains('vVec') and not frag.contains('vec3 vVec'): | 
					
						
							|  |  |  |         # For worlds, the camera seems to be always at origin in | 
					
						
							|  |  |  |         # Blender, so we can just use the normals as the incoming vector | 
					
						
							|  |  |  |         frag.write_attrib('vec3 vVec = n;') | 
					
						
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							|  |  |  |     for var in ('bposition', 'mposition', 'wposition'): | 
					
						
							|  |  |  |         if (frag.contains(var) and not frag.contains(f'vec3 {var}')) or vert.contains(var): | 
					
						
							|  |  |  |             frag.add_in(f'vec3 {var}') | 
					
						
							|  |  |  |             vert.add_out(f'vec3 {var}') | 
					
						
							|  |  |  |             vert.write(f'{var} = pos;') | 
					
						
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							|  |  |  |     if frag.contains('wtangent') and not frag.contains('vec3 wtangent'): | 
					
						
							|  |  |  |         frag.write_attrib('vec3 wtangent = vec3(0.0);') | 
					
						
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							|  |  |  |     if frag.contains('texCoord') and not frag.contains('vec2 texCoord'): | 
					
						
							|  |  |  |         frag.add_in('vec2 texCoord') | 
					
						
							|  |  |  |         vert.add_out('vec2 texCoord') | 
					
						
							|  |  |  |         # World has no UV map | 
					
						
							|  |  |  |         vert.write('texCoord = vec2(1.0, 1.0);') | 
					
						
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							|  |  |  | def parse_world_output(world: bpy.types.World, node_output: bpy.types.Node, frag: Shader) -> bool: | 
					
						
							|  |  |  |     """Parse the world's output node. Return `False` when the node has
 | 
					
						
							|  |  |  |     no connected surface input."""
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							|  |  |  |     surface_node = node_utils.find_node_by_link(world.node_tree, node_output, node_output.inputs[0]) | 
					
						
							|  |  |  |     if surface_node is None: | 
					
						
							|  |  |  |         return False | 
					
						
							|  |  |  | 
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							|  |  |  |     parse_surface(world, surface_node, frag) | 
					
						
							|  |  |  |     return True | 
					
						
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							|  |  |  | 
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							|  |  |  | def parse_surface(world: bpy.types.World, node_surface: bpy.types.Node, frag: Shader): | 
					
						
							|  |  |  |     wrd = bpy.data.worlds['Lnx'] | 
					
						
							|  |  |  |     rpdat = lnx.utils.get_rp() | 
					
						
							|  |  |  |     solid_mat = rpdat.lnx_material_model == 'Solid' | 
					
						
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							|  |  |  |     if node_surface.type in ('BACKGROUND', 'EMISSION'): | 
					
						
							|  |  |  |         # Append irradiance define | 
					
						
							|  |  |  |         if rpdat.lnx_irradiance and not solid_mat: | 
					
						
							|  |  |  |             wrd.world_defs += '_Irr' | 
					
						
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										 |  |  |             assets.add_khafile_def("lnx_irradiance") | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |         # Extract environment strength | 
					
						
							|  |  |  |         # Todo: follow/parse strength input | 
					
						
							|  |  |  |         world.lnx_envtex_strength = node_surface.inputs[1].default_value | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         # Color | 
					
						
							|  |  |  |         out = cycles.parse_vector_input(node_surface.inputs[0]) | 
					
						
							|  |  |  |         frag.write(f'fragColor.rgb = {out};') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if not node_surface.inputs[0].is_linked: | 
					
						
							|  |  |  |             solid_mat = rpdat.lnx_material_model == 'Solid' | 
					
						
							|  |  |  |             if rpdat.lnx_irradiance and not solid_mat: | 
					
						
							|  |  |  |                 world.world_defs += '_Irr' | 
					
						
							| 
									
										
										
										
											2025-05-21 22:29:40 +00:00
										 |  |  |                 assets.add_khafile_def("lnx_irradiance") | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  |             world.lnx_envtex_color = node_surface.inputs[0].default_value | 
					
						
							|  |  |  |             world.lnx_envtex_strength = 1.0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         log.warn(f'World node type {node_surface.type} must not be connected to the world output node!') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Invalidate the parser state for subsequent executions | 
					
						
							|  |  |  |     cycles.state = None | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def frag_write_clouds(world: bpy.types.World, frag: Shader): | 
					
						
							|  |  |  |     """References:
 | 
					
						
							|  |  |  |     GPU PRO 7 - Real-time Volumetric Cloudscapes | 
					
						
							|  |  |  |     https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn | 
					
						
							|  |  |  |     https://github.com/sebh/TileableVolumeNoise | 
					
						
							|  |  |  |     """
 | 
					
						
							|  |  |  |     frag.add_uniform('sampler3D scloudsBase', link='$clouds_base.raw') | 
					
						
							|  |  |  |     frag.add_uniform('sampler3D scloudsDetail', link='$clouds_detail.raw') | 
					
						
							|  |  |  |     frag.add_uniform('sampler2D scloudsMap', link='$clouds_map.png') | 
					
						
							|  |  |  |     frag.add_uniform('float time', link='_time') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.add_const('float', 'cloudsLower', str(round(world.lnx_clouds_lower * 100) / 100)) | 
					
						
							|  |  |  |     frag.add_const('float', 'cloudsUpper', str(round(world.lnx_clouds_upper * 100) / 100)) | 
					
						
							|  |  |  |     frag.add_const('vec2', 'cloudsWind', 'vec2(' + str(round(world.lnx_clouds_wind[0] * 100) / 100) + ',' + str(round(world.lnx_clouds_wind[1] * 100) / 100) + ')') | 
					
						
							|  |  |  |     frag.add_const('float', 'cloudsPrecipitation', str(round(world.lnx_clouds_precipitation * 100) / 100)) | 
					
						
							|  |  |  |     frag.add_const('float', 'cloudsSecondary', str(round(world.lnx_clouds_secondary * 100) / 100)) | 
					
						
							|  |  |  |     frag.add_const('float', 'cloudsSteps', str(round(world.lnx_clouds_steps * 100) / 100)) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.add_function('''float remap(float old_val, float old_min, float old_max, float new_min, float new_max) {
 | 
					
						
							|  |  |  | \tif (old_max == old_min) return 0.0; | 
					
						
							|  |  |  | \treturn new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min)); | 
					
						
							|  |  |  | }''')
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.add_function('''float getDensityHeightGradientForPoint(float height, float cloud_type) {
 | 
					
						
							|  |  |  | \tconst vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f); | 
					
						
							|  |  |  | \tconst vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f); | 
					
						
							|  |  |  | \tconst vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f); | 
					
						
							|  |  |  | \tfloat stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1); | 
					
						
							|  |  |  | \tfloat stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f; | 
					
						
							|  |  |  | \tfloat cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f; | 
					
						
							|  |  |  | \tvec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus; | 
					
						
							|  |  |  | \treturn smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height); | 
					
						
							|  |  |  | }''')
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     frag.add_function('''float sampleCloudDensity(vec3 p) {
 | 
					
						
							|  |  |  | \tfloat cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise | 
					
						
							|  |  |  | \tvec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map | 
					
						
							|  |  |  | \tcloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type | 
					
						
							|  |  |  | \tcloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage | 
					
						
							|  |  |  | \tcloud_base *= weather_data.r; | 
					
						
							|  |  |  | \tfloat cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise | 
					
						
							|  |  |  | \tfloat cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1)); | 
					
						
							|  |  |  | \tcloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0); | 
					
						
							|  |  |  | \treturn cloud_base; | 
					
						
							|  |  |  | }''')
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     func_cloud_radiance = 'float cloudRadiance(vec3 p, vec3 dir) {\n' | 
					
						
							|  |  |  |     if '_EnvSky' in world.world_defs: | 
					
						
							|  |  |  |         # Nishita sky | 
					
						
							|  |  |  |         if 'vec3 sunDir' in frag.uniforms: | 
					
						
							|  |  |  |             func_cloud_radiance += '\tvec3 sun_dir = sunDir;\n' | 
					
						
							|  |  |  |         # Hosek | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             func_cloud_radiance += '\tvec3 sun_dir = hosekSunDirection;\n' | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         func_cloud_radiance += '\tvec3 sun_dir = vec3(0, 0, -1);\n' | 
					
						
							|  |  |  |     func_cloud_radiance += '''\tconst int steps = 8;
 | 
					
						
							|  |  |  | \tfloat step_size = 0.5 / float(steps); | 
					
						
							|  |  |  | \tfloat d = 0.0; | 
					
						
							|  |  |  | \tp += sun_dir * step_size; | 
					
						
							|  |  |  | \tfor(int i = 0; i < steps; ++i) { | 
					
						
							|  |  |  | \t\td += sampleCloudDensity(p + sun_dir * float(i) * step_size); | 
					
						
							|  |  |  | \t} | 
					
						
							|  |  |  | \treturn 1.0 - d; | 
					
						
							|  |  |  | }'''
 | 
					
						
							|  |  |  |     frag.add_function(func_cloud_radiance) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     func_trace_clouds = '''vec3 traceClouds(vec3 sky, vec3 dir) {
 | 
					
						
							|  |  |  | \tconst float step_size = 0.5 / float(cloudsSteps); | 
					
						
							|  |  |  | \tfloat T = 1.0; | 
					
						
							|  |  |  | \tfloat C = 0.0; | 
					
						
							|  |  |  | \tvec2 uv = dir.xy / dir.z * 0.4 * cloudsLower + cloudsWind * time * 0.02; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | \tfor (int i = 0; i < cloudsSteps; ++i) { | 
					
						
							|  |  |  | \t\tfloat h = float(i) / float(cloudsSteps); | 
					
						
							|  |  |  | \t\tvec3 p = vec3(uv * 0.04, h); | 
					
						
							|  |  |  | \t\tfloat d = sampleCloudDensity(p); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | \t\tif (d > 0) { | 
					
						
							|  |  |  | \t\t\t// float radiance = cloudRadiance(p, dir); | 
					
						
							|  |  |  | \t\t\tC += T * exp(h) * d * step_size * 0.6 * cloudsPrecipitation; | 
					
						
							|  |  |  | \t\t\tT *= exp(-d * step_size); | 
					
						
							|  |  |  | \t\t\tif (T < 0.01) break; | 
					
						
							|  |  |  | \t\t} | 
					
						
							|  |  |  | \t\tuv += (dir.xy / dir.z) * step_size * cloudsUpper; | 
					
						
							|  |  |  | \t} | 
					
						
							|  |  |  | '''
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if world.lnx_darken_clouds: | 
					
						
							|  |  |  |         func_trace_clouds += '\t// Darken clouds when the sun is low\n' | 
					
						
							|  |  |  |         if '_EnvSky' in world.world_defs: | 
					
						
							|  |  |  |             # Nishita sky | 
					
						
							|  |  |  |             if 'vec3 sunDir' in frag.uniforms: | 
					
						
							|  |  |  |                 func_trace_clouds += '\tC *= smoothstep(-0.02, 0.25, sunDir.z);\n' | 
					
						
							|  |  |  |             # Hosek | 
					
						
							|  |  |  |             else: | 
					
						
							|  |  |  |                 func_trace_clouds += '\tC *= smoothstep(0.04, 0.32, hosekSunDirection.z);\n' | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     func_trace_clouds += '\treturn vec3(C) + sky * T;\n}' | 
					
						
							|  |  |  |     frag.add_function(func_trace_clouds) |