forked from LeenkxTeam/LNXSDK
		
	merge upstream
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		| @ -313,17 +313,22 @@ def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.Nod | ||||
|         state.dxdy_varying_input_value = True | ||||
|         return 'mposition' | ||||
|     elif out_socket == node.outputs[4]: # Camera | ||||
|         return 'vec3(0.0)' # 'vposition' | ||||
|         state.curshader.add_uniform('mat4 V', link='_viewMatrix') | ||||
|         if not state.frag.contains('vec3 viewPosition;'): | ||||
|             state.frag.write_init('vec3 viewPosition = (V * vec4(wposition, 1.0)).xyz;') | ||||
|         state.dxdy_varying_input_value = True | ||||
|         return 'viewPosition' | ||||
|     elif out_socket == node.outputs[5]: # Window | ||||
|         # TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs | ||||
|         state.frag.add_uniform('vec2 screenSize', link='_screenSize') | ||||
|         state.dxdy_varying_input_value = True | ||||
|         return f'vec3(gl_FragCoord.xy / screenSize, 0.0)' | ||||
|     elif out_socket == node.outputs[6]: # Reflection | ||||
|         if state.context == ParserContext.WORLD: | ||||
|             state.dxdy_varying_input_value = True | ||||
|             return 'n' | ||||
|         return 'vec3(0.0)' | ||||
|         state.curshader.add_uniform('vec3 eye', link='_cameraPosition') | ||||
|         if not state.frag.contains('vec3 reflectionVector;'): | ||||
|             state.frag.write_init('vec3 reflectionVector = reflect(normalize(wposition - eye), normalize(n));') | ||||
|         state.dxdy_varying_input_value = True | ||||
|         return 'reflectionVector' | ||||
|  | ||||
|  | ||||
| def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: | ||||
|  | ||||
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