forked from LeenkxTeam/LNXSDK
moisesjpelaez - Physics Improvements
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fa91348428
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3413e10134
@ -1,3 +1,4 @@
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import bpy
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import lnx.utils
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import lnx.material.mat_state as mat_state
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@ -10,6 +11,48 @@ else:
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def write(vert, particle_info=None, shadowmap=False):
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ramp_el_len = 0
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ramp_positions = []
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ramp_colors_b = []
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size_over_time_factor = 0
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use_rotations = False
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rotation_mode = 'NONE'
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rotation_factor_random = 0
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phase_factor = 0
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phase_factor_random = 0
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for obj in bpy.data.objects:
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for psys in obj.particle_systems:
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psettings = psys.settings
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if psettings.instance_object:
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if psettings.instance_object.active_material:
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# FIXME: Different particle systems may share the same particle object. This ideally should check the correct `ParticleSystem` using an id or name in the particle's object material.
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if psettings.instance_object.active_material.name.replace(".", "_") == vert.context.matname:
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# Rotation data
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use_rotations = psettings.use_rotations
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rotation_mode = psettings.rotation_mode
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rotation_factor_random = psettings.rotation_factor_random
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phase_factor = psettings.phase_factor
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phase_factor_random = psettings.phase_factor_random
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# Texture slots data
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if psettings.texture_slots and len(psettings.texture_slots.items()) != 0:
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for tex_slot in psettings.texture_slots:
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if not tex_slot: break
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if not tex_slot.use_map_size: break # TODO: check also for other influences
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if tex_slot.texture and tex_slot.texture.use_color_ramp:
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if tex_slot.texture.color_ramp and tex_slot.texture.color_ramp.elements:
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ramp_el_len = len(tex_slot.texture.color_ramp.elements.items())
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for element in tex_slot.texture.color_ramp.elements:
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ramp_positions.append(element.position)
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ramp_colors_b.append(element.color[2])
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size_over_time_factor = tex_slot.size_factor
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break
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# Outs
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out_index = True if particle_info != None and particle_info['index'] else False
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out_age = True if particle_info != None and particle_info['age'] else False
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@ -19,19 +62,50 @@ def write(vert, particle_info=None, shadowmap=False):
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out_velocity = True if particle_info != None and particle_info['velocity'] else False
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out_angular_velocity = True if particle_info != None and particle_info['angular_velocity'] else False
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# Force Leenkx to create a new shader per material ID
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vert.write(f'#ifdef PARTICLE_ID_{vert.context.material.lnx_material_id}')
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vert.write('#endif')
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vert.add_uniform('mat4 pd', '_particleData')
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vert.add_uniform('float pd_size_random', '_particleSizeRandom')
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vert.add_uniform('float pd_random', '_particleRandom')
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vert.add_uniform('float pd_size', '_particleSize')
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if ramp_el_len != 0:
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vert.add_const('float', 'P_SIZE_OVER_TIME_FACTOR', str(size_over_time_factor))
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for i in range(ramp_el_len):
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vert.add_const('float', f'P_RAMP_POSITION_{i}', str(ramp_positions[i]))
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vert.add_const('float', f'P_RAMP_COLOR_B_{i}', str(ramp_colors_b[i]))
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str_tex_hash = "float fhash(float n) { return fract(sin(n) * 43758.5453); }\n"
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vert.add_function(str_tex_hash)
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if (ramp_el_len != 0):
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str_ramp_scale = "float get_ramp_scale(float age) {\n"
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for i in range(ramp_el_len):
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if i == 0:
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str_ramp_scale += f"if (age <= P_RAMP_POSITION_{i + 1})"
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elif i == ramp_el_len - 1:
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str_ramp_scale += f"return P_RAMP_COLOR_B_{ramp_el_len - 1};"
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break
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else:
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str_ramp_scale += f"else if (age <= P_RAMP_POSITION_{i + 1})"
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str_ramp_scale += f""" {{
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float t = (age - P_RAMP_POSITION_{i}) / (P_RAMP_POSITION_{i + 1} - P_RAMP_POSITION_{i});
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return mix(P_RAMP_COLOR_B_{i}, P_RAMP_COLOR_B_{i + 1}, t);
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}}
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"""
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str_ramp_scale += "}\n"
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vert.add_function(str_ramp_scale)
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prep = 'float '
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if out_age:
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prep = ''
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vert.add_out('float p_age')
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# var p_age = lapTime - p.i * spawnRate
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vert.write(prep + 'p_age = pd[3][3] - gl_InstanceID * pd[0][1];')
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# p_age -= p_age * fhash(i) * r.lifetime_random;
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vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];')
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# Loop
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# pd[0][0] - animtime, loop stored in sign
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@ -43,13 +117,18 @@ def write(vert, particle_info=None, shadowmap=False):
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if out_lifetime:
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prep = ''
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vert.add_out('float p_lifetime')
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vert.write(prep + 'p_lifetime = pd[0][2];')
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vert.write(prep + 'p_lifetime = pd[0][2] * (1 - (fhash(gl_InstanceID + 4 * pd[0][3] + pd_random) * pd[2][3]));')
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# clip with nan
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vert.write('if (p_age < 0 || p_age > p_lifetime) {')
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vert.write(' gl_Position /= 0.0;')
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vert.write(' return;')
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vert.write('}')
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if (ramp_el_len != 0):
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vert.write('float n_age = clamp(p_age / p_lifetime, 0.0, 1.0);')
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vert.write(f'spos.xyz *= 1 + (get_ramp_scale(n_age) - 1) * {size_over_time_factor};')
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vert.write('spos.xyz *= 1 - (fhash(gl_InstanceID + 3 * pd[0][3] + pd_random) * pd_size_random);')
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# vert.write('p_age /= 2;') # Match
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# object_align_factor / 2 + gxyz
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@ -57,20 +136,20 @@ def write(vert, particle_info=None, shadowmap=False):
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if out_velocity:
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prep = ''
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vert.add_out('vec3 p_velocity')
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vert.write(prep + 'p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);')
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vert.write(prep + 'p_velocity = vec3(pd[1][0] * (1 / pd_size), pd[1][1] * (1 / pd_size), pd[1][2] * (1 / pd_size));')
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vert.write('p_velocity.x += fhash(gl_InstanceID) * pd[1][3] - pd[1][3] / 2;')
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vert.write('p_velocity.y += fhash(gl_InstanceID + pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
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vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
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vert.write('p_velocity.x += (fhash(gl_InstanceID + pd_random) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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vert.write('p_velocity.y += (fhash(gl_InstanceID + pd_random + pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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vert.write('p_velocity.z += (fhash(gl_InstanceID + pd_random + 2 * pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
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# factor_random = pd[1][3]
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# p.i = gl_InstanceID
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# particles.length = pd[0][3]
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# gxyz
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vert.write('p_velocity.x += (pd[2][0] * p_age) / 5;')
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vert.write('p_velocity.y += (pd[2][1] * p_age) / 5;')
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vert.write('p_velocity.z += (pd[2][2] * p_age) / 5;')
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vert.write('p_velocity.x += (pd[2][0] / (2 * pd_size)) * p_age;')
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vert.write('p_velocity.y += (pd[2][1] / (2 * pd_size)) * p_age;')
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vert.write('p_velocity.z += (pd[2][2] / (2 * pd_size)) * p_age;')
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prep = 'vec3 '
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if out_location:
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@ -80,6 +159,96 @@ def write(vert, particle_info=None, shadowmap=False):
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vert.write('spos.xyz += p_location;')
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# Rotation
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if use_rotations:
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if rotation_mode != 'NONE':
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vert.write(f'float p_angle = ({phase_factor} + (fhash(gl_InstanceID + pd_random + 5 * pd[0][3])) * {phase_factor_random});')
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vert.write('p_angle *= 3.141592;')
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vert.write('float c = cos(p_angle);')
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vert.write('float s = sin(p_angle);')
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vert.write('vec3 center = spos.xyz - p_location;')
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match rotation_mode:
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case 'OB_X':
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vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
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vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
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vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
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if (not shadowmap):
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vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
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vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
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vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
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case 'OB_Y':
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vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
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vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
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if (not shadowmap):
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vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
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case 'OB_Z':
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vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
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vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
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vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
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vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
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if (not shadowmap):
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vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
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vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
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vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
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vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
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case 'VEL':
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vert.write('vec3 forward = -normalize(p_velocity);')
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vert.write('if (length(forward) > 1e-5) {')
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vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
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vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
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vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
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vert.write('}')
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vert.write('vec3 right = cross(world_up, forward);')
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vert.write('if (length(right) < 1e-5) {')
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vert.write('forward = -forward;')
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vert.write('right = cross(world_up, forward);')
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vert.write('}')
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vert.write('right = normalize(right);')
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vert.write('vec3 up = normalize(cross(forward, right));')
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vert.write('mat3 rot = mat3(right, -forward, up);')
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vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
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vert.write('mat3 final_rot = rot * phase;')
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vert.write('spos.xyz = final_rot * center + p_location;')
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if (not shadowmap):
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vert.write('wnormal = normalize(final_rot * wnormal);')
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vert.write('}')
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if rotation_factor_random != 0:
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str_rotate_around = '''vec3 rotate_around(vec3 v, vec3 angle) {
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// Rotate around X
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float cx = cos(angle.x);
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float sx = sin(angle.x);
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v = vec3(v.x, v.y * cx - v.z * sx, v.y * sx + v.z * cx);
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// Rotate around Y
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float cy = cos(angle.y);
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float sy = sin(angle.y);
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v = vec3(v.x * cy + v.z * sy, v.y, -v.x * sy + v.z * cy);
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// Rotate around Z
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float cz = cos(angle.z);
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float sz = sin(angle.z);
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v = vec3(v.x * cz - v.y * sz, v.x * sz + v.y * cz, v.z);
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return v;
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}'''
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vert.add_function(str_rotate_around)
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vert.write(f'''vec3 r_angle = vec3((fhash(gl_InstanceID + pd_random + 6 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
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(fhash(gl_InstanceID + pd_random + 7 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
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(fhash(gl_InstanceID + pd_random + 8 * pd[0][3]) * 4 - 2) * {rotation_factor_random});''')
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vert.write('vec3 r_center = spos.xyz - p_location;')
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vert.write('r_center = rotate_around(r_center, r_angle);')
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vert.write('spos.xyz = r_center + p_location;')
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if not shadowmap:
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vert.write('wnormal = normalize(rotate_around(wnormal, r_angle));')
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# Particle fade
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if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
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vert.add_out('float p_fade')
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