forked from LeenkxTeam/LNXSDK
		
	Update leenkx/blender/lnx/material/make_mesh.py
This commit is contained in:
		| @ -609,9 +609,11 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|     frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);') | ||||
|  | ||||
|     sh = tese if tese is not None else vert | ||||
|     sh.add_uniform('mat4 W', '_worldMatrix') | ||||
|     sh.write_attrib('vec3 wposition = vec4(W * spos).xyz;') | ||||
|     sh.add_out('vec3 eyeDir') | ||||
|     sh.add_uniform('vec3 eye', '_cameraPosition') | ||||
|     sh.write('eyeDir = eye - spos.xyz;') | ||||
|     sh.write('eyeDir = eye - wposition;') | ||||
|  | ||||
|     frag.add_include('std/light.glsl') | ||||
|     is_shadows = '_ShadowMap' in wrd.world_defs | ||||
| @ -666,33 +668,37 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|     frag.write('envl *= envmapStrength * occlusion;') | ||||
|  | ||||
|     if '_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs: | ||||
|         if parse_opacity or '_VoxelShadow' in wrd.world_defs: | ||||
|             frag.add_include('std/conetrace.glsl') | ||||
|             frag.add_uniform('sampler3D voxels') | ||||
|             frag.add_uniform('sampler3D voxelsSDF') | ||||
|             frag.add_uniform('vec3 eye', "_cameraPosition") | ||||
|             frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps') | ||||
|         frag.add_include('std/conetrace.glsl') | ||||
|         frag.add_uniform('sampler3D voxels') | ||||
|         frag.add_uniform('sampler3D voxelsSDF') | ||||
|         frag.add_uniform('vec3 eye', '_cameraPosition') | ||||
|         frag.add_uniform('float clipmaps[10 * voxelgiClipmapCount]', '_clipmaps') | ||||
|         vert.add_out('vec4 wvpposition') | ||||
|         vert.write('wvpposition = gl_Position;') | ||||
|         frag.write('vec2 texCoord = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;') | ||||
|  | ||||
|     if '_VoxelAOvar' in wrd.world_defs and not parse_opacity: | ||||
|         frag.add_uniform("sampler2D voxels_ao"); | ||||
|         frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;') | ||||
|     if '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs or '_VoxelRefract' in wrd.world_defs: | ||||
|         frag.add_uniform('sampler2D gbuffer2', included=True) | ||||
|         frag.write('vec2 velocity = -textureLod(gbuffer2, gl_FragCoord.xy, 0.0).rg;') | ||||
|  | ||||
|     if '_VoxelAOvar' in wrd.world_defs: | ||||
|         if parse_opacity: | ||||
|             frag.write('envl *= 1.0 - traceAO(wposition, n, voxels, clipmaps);') | ||||
|         else: | ||||
|             frag.add_uniform("sampler2D voxels_ao"); | ||||
|             frag.write('envl *= textureLod(voxels_ao, texCoord, 0.0).rrr;') | ||||
|  | ||||
|     if '_VoxelGI' in wrd.world_defs: | ||||
|         frag.write('vec3 indirect = vec3(0.0);') | ||||
|     else: | ||||
|         frag.write('vec3 indirect = envl;') | ||||
|          | ||||
|  | ||||
|     if '_VoxelGI' in wrd.world_defs: | ||||
|         if parse_opacity: | ||||
|             frag.write('vec4 trace = traceDiffuse(wposition, wnormal, voxels, clipmaps);') | ||||
|             frag.write('indirect = ((trace.rgb * albedo + envl * (1.0 - trace.a)) * voxelgiDiff);') | ||||
|             frag.write('if (roughness < 1.0 && specular > 0.0){') | ||||
|             frag.add_uniform('sampler2D sveloc') | ||||
|             frag.write('    vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') | ||||
|             frag.write('    indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}') | ||||
|             frag.write('vec4 indirect_diffuse = traceDiffuse(wposition, n, voxels, clipmaps);') | ||||
|             frag.write('indirect = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;') | ||||
|             frag.write('if (roughness < 1.0 && specular > 0.0) {') | ||||
|             frag.write('    indirect += traceSpecular(wposition, n, voxels, voxelsSDF, vVec, roughness * roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl; }') | ||||
|         else: | ||||
|             frag.add_uniform("sampler2D voxels_diffuse") | ||||
|             frag.add_uniform("sampler2D voxels_specular") | ||||
| @ -746,7 +752,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|                 else: | ||||
|                     frag.write(f'svisibility = PCF({shadowmap_sun}, {shadowmap_sun_tr}, lPos.xy, lPos.z - shadowsBias, smSize, false);') | ||||
|             if '_VoxelShadow' in wrd.world_defs: | ||||
|                 frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;') | ||||
|                 frag.write('svisibility *= (1.0 - traceShadow(wposition, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;') | ||||
|             frag.write('}') # receiveShadow | ||||
|         frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;') | ||||
|         # sun | ||||
| @ -784,10 +790,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|         if '_MicroShadowing' in wrd.world_defs: | ||||
|             frag.write(', occlusion') | ||||
|         if '_SSRS' in wrd.world_defs: | ||||
|             frag.add_uniform('sampler2D gbufferD', top=True) | ||||
|             frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') | ||||
|             frag.add_uniform('vec3 eye', '_cameraPosition') | ||||
|             frag.write(', gbufferD, invVP, eye') | ||||
|             frag.write(', wposition.z, inVP, eye') | ||||
|         frag.write(');') | ||||
|  | ||||
|     if '_Clusters' in wrd.world_defs: | ||||
| @ -800,10 +805,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | ||||
|  | ||||
|     if '_VoxelRefract' in wrd.world_defs and parse_opacity: | ||||
|         frag.write('if (opacity < 1.0) {') | ||||
|         frag.write('    vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;') | ||||
|         frag.write('    vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;') | ||||
|         frag.write('    indirect = mix(refraction, indirect, opacity) * voxelgiRefr;') | ||||
|         frag.write('    direct = mix(refraction, direct, opacity) * voxelgiRefr;') | ||||
|         frag.write('    vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, vVec, ior, roughness, clipmaps, gl_FragCoord.xy, velocity, opacity).rgb * voxelgiRefr;') | ||||
|         frag.write('    indirect = mix(refraction, indirect, opacity);') | ||||
|         frag.write('    direct = mix(refraction, direct, opacity);') | ||||
|         frag.write('}') | ||||
|  | ||||
| def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool): | ||||
|  | ||||
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