forked from LeenkxTeam/LNXSDK
Forward / Mobile / Solid
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@ -46,9 +46,11 @@ def write(vert: shader.Shader, frag: shader.Shader):
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if is_transparent_shadows:
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frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True)
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if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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#if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
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#vert.add_out('vec4 wvpposition')
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#vert.write('wvpposition = gl_Position;')
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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# wvpposition.z / wvpposition.w
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frag.write('float viewz = linearize(gl_FragCoord.z, cameraProj);')
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frag.write('int clusterI = getClusterI((wvpposition.xy / wvpposition.w) * 0.5 + 0.5, viewz, cameraPlane);')
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