forked from LeenkxTeam/LNXSDK
Update leenkx/blender/lnx/material/make_cluster.py
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@ -98,14 +98,13 @@ def write(vert: shader.Shader, frag: shader.Shader):
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frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
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frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
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if '_VoxelShadow' in wrd.world_defs:
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frag.write(', voxels, voxelsSDF, clipmaps')
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frag.write(', voxels, voxelsSDF, clipmaps, velocity')
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if '_MicroShadowing' in wrd.world_defs and not is_mobile:
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frag.write('\t, occlusion')
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if '_SSRS' in wrd.world_defs:
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frag.add_uniform('sampler2D gbufferD', top=True)
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frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
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frag.add_uniform('vec3 eye', '_cameraPosition')
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frag.write(', gbufferD, invVP, eye')
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frag.write(', wposition.z, invVP, eye')
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frag.write(');')
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frag.write('}') # for numLights
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