forked from LeenkxTeam/LNXSDK
85 lines
3.1 KiB
Python
85 lines
3.1 KiB
Python
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import bpy
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import lnx.material.cycles as cycles
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import lnx.material.mat_state as mat_state
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import lnx.material.make_finalize as make_finalize
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import lnx.utils
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if lnx.is_reload(__name__):
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cycles = lnx.reload_module(cycles)
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mat_state = lnx.reload_module(mat_state)
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make_finalize = lnx.reload_module(make_finalize)
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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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def make(context_id):
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wrd = bpy.data.worlds['Lnx']
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vs = [{'name': 'pos', 'data': 'float3'}]
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con_decal = mat_state.data.add_context({ 'name': context_id, 'vertex_elements': vs, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise',
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'blend_source': 'source_alpha',
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'blend_destination': 'inverse_source_alpha',
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'blend_operation': 'add',
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'color_writes_alpha': [False, False]
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})
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vert = con_decal.make_vert()
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frag = con_decal.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('mat4 WVP', '_worldViewProjectionMatrix')
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vert.add_uniform('mat3 N', '_normalMatrix')
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vert.add_out('vec4 wvpposition')
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vert.add_out('vec3 wnormal')
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vert.write('wnormal = N * vec3(0.0, 0.0, 1.0);')
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vert.write('wvpposition = WVP * vec4(pos.xyz, 1.0);')
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vert.write('gl_Position = wvpposition;')
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frag.add_include('compiled.inc')
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frag.add_include('std/gbuffer.glsl')
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frag.ins = vert.outs
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frag.add_uniform('sampler2D gbufferD')
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frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
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frag.add_uniform('mat4 invW', '_inverseWorldMatrix')
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frag.add_out('vec4 fragColor[2]')
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frag.write_attrib(' vec3 n = normalize(wnormal);')
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frag.write_attrib(' vec2 screenPosition = wvpposition.xy / wvpposition.w;')
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frag.write_attrib(' vec2 depthCoord = screenPosition * 0.5 + 0.5;')
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frag.write_attrib('#ifdef _InvY')
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frag.write_attrib(' depthCoord.y = 1.0 - depthCoord.y;')
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frag.write_attrib('#endif')
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frag.write_attrib(' float depth = texture(gbufferD, depthCoord).r * 2.0 - 1.0;')
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frag.write_attrib(' vec3 wpos = getPos2(invVP, depth, depthCoord);')
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frag.write_attrib(' vec4 mpos = invW * vec4(wpos, 1.0);')
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frag.write_attrib(' if (abs(mpos.x) > 1.0) discard;')
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frag.write_attrib(' if (abs(mpos.y) > 1.0) discard;')
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frag.write_attrib(' if (abs(mpos.z) > 1.0) discard;')
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frag.write_attrib(' vec2 texCoord = mpos.xy * 0.5 + 0.5;')
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frag.write('vec3 basecol;')
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frag.write('float roughness;')
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frag.write('float metallic;')
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frag.write('float occlusion;')
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frag.write('float specular;')
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frag.write('float opacity;')
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frag.write('vec3 emissionCol;') # Declared to prevent compiler errors, but decals currently don't output any emission
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frag.write('float ior;')
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cycles.parse(mat_state.nodes, con_decal, vert, frag, geom, tesc, tese)
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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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frag.write('fragColor[0] = vec4(n.xy, roughness, opacity);')
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frag.write('fragColor[1] = vec4(basecol.rgb, opacity);')
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make_finalize.make(con_decal)
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return con_decal
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