forked from LeenkxTeam/LNXSDK
Group Nodes, Shaders, Textures, Displacement
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@ -126,10 +126,11 @@ def make_base(con_mesh, parse_opacity):
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vattr_written = False
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rpdat = lnx.utils.get_rp()
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is_displacement = mat_utils.disp_linked(mat_state.output_node)
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disp_geom = cycles.disp_mode(mat_state.output_node)[0]
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is_displacement = disp_geom != 'off'
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wrd = bpy.data.worlds['Lnx']
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if is_displacement:
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if rpdat.lnx_rp_displacement == 'Vertex':
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if disp_geom == 'vertex':
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frag.ins = vert.outs
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else: # Tessellation
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tesc = con_mesh.make_tesc()
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@ -193,7 +194,7 @@ def make_base(con_mesh, parse_opacity):
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vert.write_attrib('TBN = mat3(tangent, bitangent, wnormal);')
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if is_displacement:
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if rpdat.lnx_rp_displacement == 'Vertex':
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if disp_geom == 'vertex':
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sh = vert
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else:
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sh = tese
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