def __gather_base_color_factor(blender_material, export_settings):
    if not blender_material.use_nodes:
        return [*blender_material.diffuse_color[:3], 1.0]

    rgb, alpha = None, None

    alpha_socket = gltf2_blender_get.get_socket(blender_material, "Alpha")
    if isinstance(alpha_socket, bpy.types.NodeSocket):
        if export_settings['gltf_image_format'] != "NONE":
            alpha = gltf2_blender_get.get_factor_from_socket(alpha_socket, kind='VALUE')
        else:
            alpha = gltf2_blender_get.get_const_from_default_value_socket(alpha_socket, kind='VALUE')

    base_color_socket = gltf2_blender_get.get_socket(blender_material, "Base Color")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket(blender_material, "BaseColor")
    if base_color_socket is None:
        base_color_socket = gltf2_blender_get.get_socket_old(blender_material, "BaseColorFactor")
    if isinstance(base_color_socket, bpy.types.NodeSocket):
        if export_settings['gltf_image_format'] != "NONE":
            rgb = gltf2_blender_get.get_factor_from_socket(base_color_socket, kind='RGB')
        else:
            rgb = gltf2_blender_get.get_const_from_default_value_socket(base_color_socket, kind='RGB')

    if rgb is None: rgb = [1.0, 1.0, 1.0]
    if alpha is None: alpha = 1.0

    rgba = [*rgb, alpha]

    if rgba == [1, 1, 1, 1]: return None
    return rgba
def __gather_emissive_factor(blender_material, export_settings):
    emissive_socket = gltf2_blender_get.get_socket(blender_material,
                                                   "Emissive")
    if emissive_socket is None:
        emissive_socket = gltf2_blender_get.get_socket_old(
            blender_material, "EmissiveFactor")
    if isinstance(emissive_socket, bpy.types.NodeSocket):
        if export_settings['gltf_image_format'] != "NONE":
            factor = gltf2_blender_get.get_factor_from_socket(emissive_socket,
                                                              kind='RGB')
        else:
            factor = gltf2_blender_get.get_const_from_default_value_socket(
                emissive_socket, kind='RGB')

        if factor is None and emissive_socket.is_linked:
            # In glTF, the default emissiveFactor is all zeros, so if an emission texture is connected,
            # we have to manually set it to all ones.
            factor = [1.0, 1.0, 1.0]

        if factor is None: factor = [0.0, 0.0, 0.0]

        # Handle Emission Strength
        strength_socket = None
        if emissive_socket.node.type == 'EMISSION':
            strength_socket = emissive_socket.node.inputs['Strength']
        elif 'Emission Strength' in emissive_socket.node.inputs:
            strength_socket = emissive_socket.node.inputs['Emission Strength']
        strength = (gltf2_blender_get.get_const_from_socket(strength_socket,
                                                            kind='VALUE')
                    if strength_socket is not None else None)
        if strength is not None:
            factor = [f * strength for f in factor]

        # Clamp to range [0,1]
        factor = [min(1.0, f) for f in factor]

        if factor == [0, 0, 0]: factor = None

        return factor

    return None