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): | ||||
|         frag.write('direct += sampleLight(') | ||||
|         frag.write('  wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0') | ||||
|         if is_shadows: | ||||
|             if parse_opacity: | ||||
|                 frag.write(', 0, pointBias, receiveShadow, opacity != 1.0') | ||||
|             frag.write(', 0, pointBias, receiveShadow') | ||||
|             if '_ShadowMapTransparent' in wrd.world_defs and parse_opacity: | ||||
|                 frag.write(', opacity != 1.0') | ||||
|             else: | ||||
|                 frag.write(', 0, pointBias, receiveShadow, false') | ||||
|                 frag.write(', false') | ||||
|         if '_Spot' in wrd.world_defs: | ||||
|             frag.write(', true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight') | ||||
|         if '_VoxelShadow' in wrd.world_defs: | ||||
|  | ||||
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