forked from LeenkxTeam/LNXSDK
Update leenkx/blender/lnx/material/make_mesh.py
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@ -789,10 +789,11 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
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frag.write('direct += sampleLight(')
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frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0')
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if is_shadows:
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if parse_opacity:
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frag.write(', 0, pointBias, receiveShadow, opacity != 1.0')
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frag.write(', 0, pointBias, receiveShadow')
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if '_ShadowMapTransparent' in wrd.world_defs and parse_opacity:
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frag.write(', opacity != 1.0')
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else:
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frag.write(', 0, pointBias, receiveShadow, false')
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frag.write(', false')
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if '_Spot' in wrd.world_defs:
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frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight')
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if '_VoxelShadow' in wrd.world_defs:
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