Repe [T3DU] and Moises Jpelaez updates

This commit is contained in:
2026-05-12 23:54:06 -07:00
parent 6b404f9da6
commit 39091e8db3
147 changed files with 5539 additions and 1750 deletions

View File

@ -248,7 +248,7 @@ def parse_objectinfo(node: bpy.types.ShaderNodeObjectInfo, out_socket: bpy.types
def parse_particleinfo(node: bpy.types.ShaderNodeParticleInfo, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
particles_on = lnx.utils.get_rp().lnx_particles == 'On'
particles_on = lnx.utils.get_rp().lnx_particles == 'GPU'
# Index
if out_socket == node.outputs[0]:
@ -310,27 +310,23 @@ def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.Nod
return 'vec3(0.0)'
state.con.add_elem('tex', 'short2norm')
state.dxdy_varying_input_value = True
return 'vec3(texCoord.x, 1.0 - texCoord.y, 0.0)'
elif out_socket == node.outputs[3]: # Object
state.dxdy_varying_input_value = True
return 'mposition'
elif out_socket == node.outputs[4]: # Camera
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'
return 'vec3(0.0)' # 'vposition'
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
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'
if state.context == ParserContext.WORLD:
state.dxdy_varying_input_value = True
return 'n'
return 'vec3(0.0)'
def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: