forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy
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import lnx
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import lnx.material.cycles as cycles
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import lnx.material.mat_state as mat_state
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import lnx.material.mat_utils as mat_utils
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import lnx.material.make_mesh as make_mesh
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import lnx.material.make_finalize as make_finalize
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import lnx.assets as assets
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if lnx.is_reload(__name__):
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	cycles = lnx.reload_module(cycles)
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	mat_state = lnx.reload_module(mat_state)
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	make_mesh = lnx.reload_module(make_mesh)
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	make_finalize = lnx.reload_module(make_finalize)
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	assets = lnx.reload_module(assets)
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else:
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	lnx.enable_reload(__name__)
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def make(context_id):
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    con_refraction_buffer = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise' })
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    lnx_discard = mat_state.material.lnx_discard
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    blend = mat_state.material.lnx_blending
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    parse_opacity = blend or mat_utils.is_transluc(mat_state.material) or lnx_discard
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    make_mesh.make_base(con_refraction_buffer, parse_opacity)
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    vert = con_refraction_buffer.vert
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    frag = con_refraction_buffer.frag
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    frag.add_out('vec4 fragColor')
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    # Remove fragColor = ...;
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    frag.main = frag.main[:frag.main.rfind('fragColor')]
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    frag.write('\n')
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    if parse_opacity:
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        frag.write('fragColor = vec4(ior, opacity, 0.0, 1.0);')
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    else:
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        frag.write('fragColor = vec4(1.0, 1.0, 0.0, 1.0);')
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    make_finalize.make(con_refraction_buffer)
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    # assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
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    # assets.fs_equal(con_refract, assets.shader_cons['transluc_frag'])
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    return con_refraction_buffer
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