forked from LeenkxTeam/LNXSDK
Update leenkx/blender/lnx/material/make_finalize.py
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@ -75,14 +75,6 @@ def make(con_mesh: ShaderContext):
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vert.write('eyeDir = eye - wposition;')
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vert.write('eyeDir = eye - wposition;')
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frag.write_attrib('vec3 vVec = normalize(eyeDir);')
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frag.write_attrib('vec3 vVec = normalize(eyeDir);')
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export_wpos = False
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if frag.contains('wposition') and not frag.contains('vec3 wposition'):
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export_wpos = True
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if tese is not None:
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export_wpos = True
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if vert.contains('wposition'):
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write_wpos = True
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if export_wpos:
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if export_wpos:
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vert.add_uniform('mat4 W', '_worldMatrix')
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vert.add_uniform('mat4 W', '_worldMatrix')
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vert.add_out('vec3 wposition')
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vert.add_out('vec3 wposition')
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@ -91,6 +83,9 @@ def make(con_mesh: ShaderContext):
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vert.add_uniform('mat4 W', '_worldMatrix')
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vert.add_uniform('mat4 W', '_worldMatrix')
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vert.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
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vert.write_attrib('vec3 wposition = vec4(W * spos).xyz;')
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if frag.contains('dotNV') and not frag.contains('float dotNV'):
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frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);')
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frag_mpos = (frag.contains('mposition') and not frag.contains('vec3 mposition')) or vert.contains('mposition')
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frag_mpos = (frag.contains('mposition') and not frag.contains('vec3 mposition')) or vert.contains('mposition')
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if frag_mpos:
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if frag_mpos:
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vert.add_out('vec3 mposition')
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vert.add_out('vec3 mposition')
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