def make(context_id, rpasses): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() rid = rpdat.rp_renderer con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } # Blend context mat = mat_state.material blend = mat.arm_blending particle = mat_state.material.arm_particle_flag dprepass = rid == 'Forward' and rpdat.rp_depthprepass if blend: con['name'] = 'blend' con['blend_source'] = mat.arm_blending_source con['blend_destination'] = mat.arm_blending_destination con['blend_operation'] = mat.arm_blending_operation con['alpha_blend_source'] = mat.arm_blending_source_alpha con['alpha_blend_destination'] = mat.arm_blending_destination_alpha con['alpha_blend_operation'] = mat.arm_blending_operation_alpha con['depth_write'] = False con['compare_mode'] = 'less' elif particle: pass elif dprepass: # Depth prepass was performed con['depth_write'] = False con['compare_mode'] = 'equal' attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64' con['color_attachments'] = [attachment_format, attachment_format] if '_gbuffer2' in wrd.world_defs: con['color_attachments'].append(attachment_format) con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh if rid == 'Forward' or blend: if rpdat.arm_material_model == 'Mobile': make_forward_mobile(con_mesh) elif rpdat.arm_material_model == 'Solid': make_forward_solid(con_mesh) else: make_forward(con_mesh) elif rid == 'Deferred': make_deferred(con_mesh, rpasses) elif rid == 'Raytracer': make_raytracer(con_mesh) make_finalize.make(con_mesh) assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) return con_mesh
def make(context_id): rpdat = arm.utils.get_rp() con = make_ao(context_id) assets.vs_equal(con, assets.shader_cons['voxel_vert']) assets.fs_equal(con, assets.shader_cons['voxel_frag']) assets.gs_equal(con, assets.shader_cons['voxel_geom']) return con
def make(context_id): rpdat = arm.utils.get_rp() rid = rpdat.rp_renderer con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } # Blend context mat = mat_state.material blend = mat.arm_blending if blend: con['name'] = 'blend' con['blend_source'] = mat.arm_blending_source con['blend_destination'] = mat.arm_blending_destination con['blend_operation'] = mat.arm_blending_operation con['alpha_blend_source'] = mat.arm_blending_source_alpha con['alpha_blend_destination'] = mat.arm_blending_destination_alpha con['alpha_blend_operation'] = mat.arm_blending_operation_alpha con['depth_write'] = False # Depth prepass was performed dprepass = rid == 'Forward' and rpdat.rp_depthprepass if dprepass: con['depth_write'] = False con['compare_mode'] = 'equal' con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh if rid == 'Forward' or blend: if rpdat.arm_material_model == 'Mobile': make_forward_mobile(con_mesh) elif rpdat.arm_material_model == 'Solid': make_forward_solid(con_mesh) else: make_forward(con_mesh) elif rid == 'Deferred': if rpdat.arm_material_model != 'Full': # TODO: hide material enum print( 'Armory Warning: Deferred renderer only supports Full materials' ) make_deferred(con_mesh) # elif rid == 'Deferred Plus': # make_deferred_plus(con_mesh) elif rid == 'Pathtracer': make_pathtracer(con_mesh) make_finalize(con_mesh) assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) return con_mesh
def make(context_id): rpdat = arm.utils.get_rp() if rpdat.rp_gi == 'Voxel GI': con = make_gi(context_id) else: con = make_ao(context_id) assets.vs_equal(con, assets.shader_cons['voxel_vert']) assets.fs_equal(con, assets.shader_cons['voxel_frag']) assets.gs_equal(con, assets.shader_cons['voxel_geom']) return con
def make(context_id): rpdat = arm.utils.get_rp() rid = rpdat.rp_renderer con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } # Blend context mat = mat_state.material blend = mat.arm_blending particle = mat_state.material.arm_particle_flag dprepass = rid == 'Forward' and rpdat.rp_depthprepass if blend: con['name'] = 'blend' con['blend_source'] = mat.arm_blending_source con['blend_destination'] = mat.arm_blending_destination con['blend_operation'] = mat.arm_blending_operation con['alpha_blend_source'] = mat.arm_blending_source_alpha con['alpha_blend_destination'] = mat.arm_blending_destination_alpha con['alpha_blend_operation'] = mat.arm_blending_operation_alpha con['depth_write'] = False con['compare_mode'] = 'less' elif particle: pass elif dprepass: # Depth prepass was performed con['depth_write'] = False con['compare_mode'] = 'equal' con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh if rid == 'Forward' or blend: if rpdat.arm_material_model == 'Mobile': make_forward_mobile(con_mesh) elif rpdat.arm_material_model == 'Solid': make_forward_solid(con_mesh) else: make_forward(con_mesh) elif rid == 'Deferred': make_deferred(con_mesh) elif rid == 'Raytracer': make_raytracer(con_mesh) make_finalize(con_mesh) assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) return con_mesh
def make_mesh_pass(rpass): con = { 'name': rpass, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') frag.ins = vert.outs frag.add_include('compiled.glsl') frag.add_uniform('vec3 lightDir', '_lightDirection') frag.add_uniform('vec3 lightColor', '_lightColor') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('float visibility = 1.0;') frag.write('float dotNL = max(dot(n, lightDir), 0.0);') is_shadows = '_ShadowMap' in wrd.world_defs if is_shadows: vert.add_out('vec4 lightPos') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPos = LWVP * spos;') frag.add_include('std/shadows.glsl') frag.add_uniform('sampler2DShadow shadowMap') frag.add_uniform('float shadowsBias', '_lightShadowsBias') frag.write('if (lightPos.w > 0.0) {') frag.write('vec3 lPos = lightPos.xyz / lightPos.w;') frag.write('const vec2 smSize = shadowmapSize;') frag.write('visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);') frag.write('}') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') is_displacement = mat_utils.disp_linked(mat_state.output_node) arm_discard = mat_state.material.arm_discard if arm_discard: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=arm_discard, parse_displacement=is_displacement) if is_displacement: vert.add_uniform('mat4 W', link='_worldMatrix') vert.add_uniform('mat4 VP', link='_viewProjectionMatrix') vert.write('vec4 wpos = W * spos;') vert.write('wpos.xyz += wnormal * disp * 0.1;') vert.write('gl_Position = VP * wpos;') else: make_attrib.write_vertpos(vert) if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord = tex * texUnpack;') if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write_attrib('vcolor = col;') if con_mesh.is_elem('tang'): vert.add_out('mat3 TBN') make_attrib.write_norpos(con_mesh, vert, declare=True) vert.write('vec3 tangent = normalize(N * tang.xyz);') vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write('TBN = mat3(tangent, bitangent, wnormal);') else: vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') frag.add_out('vec4 fragColor') frag.write('vec3 direct = basecol * step(0.5, dotNL) * visibility * lightColor;') frag.write('vec3 indirect = basecol * envmapStrength;') frag.write('fragColor = vec4(direct + indirect, 1.0);') if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) make_finalize.make(con_mesh) return con_mesh
def make(context_id, rpasses, shadowmap=False): is_disp = mat_utils.disp_linked(mat_state.output_node) vs = [{'name': 'pos', 'data': 'short4norm'}] if is_disp: vs.append({'name': 'nor', 'data': 'short2norm'}) con_depth = mat_state.data.add_context({ 'name': context_id, 'vertex_elements': vs, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise', 'color_writes_red': [False], 'color_writes_green': [False], 'color_writes_blue': [False], 'color_writes_alpha': [False] }) vert = con_depth.make_vert() frag = con_depth.make_frag() geom = None tesc = None tese = None vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard if parse_opacity: frag.write('vec3 n;') # Discard at compile time frag.write('float dotNV;') frag.write('float opacity;') if con_depth.is_elem('bone'): make_skin.skin_pos(vert) if con_depth.is_elem('ipos'): make_inst.inst_pos(con_depth, vert) rpdat = arm.utils.get_rp() if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On': make_particle.write(vert, shadowmap=shadowmap) if is_disp: if rpdat.arm_rp_displacement == 'Vertex': frag.ins = vert.outs vert.add_uniform('mat3 N', '_normalMatrix') vert.write('vec3 wnormal = normalize(N * vec3(nor.xy, pos.w));') cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') ## vs only, remove out vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord = tex * texUnpack;') if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') ## vs only, remove out vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord1 = tex1 * texUnpack;') if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write_attrib('vcolor = col.rgb;') vert.write('wposition += wnormal * disp;') if shadowmap: vert.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') vert.write('gl_Position = LVP * vec4(wposition, 1.0);') else: vert.add_uniform('mat4 VP', '_viewProjectionMatrix') vert.write('gl_Position = VP * vec4(wposition, 1.0);') else: # Tessellation tesc = con_depth.make_tesc() tese = con_depth.make_tese() tesc.ins = vert.outs tese.ins = tesc.outs frag.ins = tese.outs vert.add_out('vec3 wnormal') vert.add_uniform('mat3 N', '_normalMatrix') vert.write('wnormal = normalize(N * vec3(nor.xy, pos.w));') make_tess.tesc_levels(tesc, rpdat.arm_tess_shadows_inner, rpdat.arm_tess_shadows_outer) make_tess.interpolate(tese, 'wposition', 3) make_tess.interpolate(tese, 'wnormal', 3, normalize=True) cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') vert.write('texCoord = tex * texUnpack;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord')) tese.write_pre = False if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1')) tese.write_pre = False if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') tese.write_pre = True make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor')) tese.write_pre = False if shadowmap: tese.add_uniform('mat4 LVP', '_lightViewProjectionMatrix') tese.write('wposition += wnormal * disp;') tese.write('gl_Position = LVP * vec4(wposition, 1.0);') else: tese.add_uniform('mat4 VP', '_viewProjectionMatrix') tese.write('wposition += wnormal * disp;') tese.write('gl_Position = VP * vec4(wposition, 1.0);') # No displacement else: frag.ins = vert.outs billboard = mat_state.material.arm_billboard if shadowmap: if billboard == 'spherical': vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrix') vert.write('gl_Position = LWVP * spos;') else: if billboard == 'spherical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.write('gl_Position = WVP * spos;') if parse_opacity: cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=True) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write('texCoord = tex * texUnpack;') if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') if parse_opacity: if mat_state.material.arm_discard: opac = mat_state.material.arm_discard_opacity_shadows else: opac = '1.0' frag.write('if (opacity < {0}) discard;'.format(opac)) make_finalize.make(con_depth) assets.vs_equal(con_depth, assets.shader_cons['depth_vert']) assets.fs_equal(con_depth, assets.shader_cons['depth_frag']) return con_depth
def make(context_id, rpasses, shadowmap=False): is_disp = mat_utils.disp_linked( mat_state.output_node) and mat_state.material.arm_tess_shadows vs = [{'name': 'pos', 'size': 3}] if is_disp: vs.append({'name': 'nor', 'size': 3}) con_depth = mat_state.data.add_context({ 'name': context_id, 'vertex_structure': vs, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False }) vert = con_depth.make_vert() frag = con_depth.make_frag() geom = None tesc = None tese = None vert.write_main_header('vec4 spos = vec4(pos, 1.0);') parse_opacity = 'translucent' in rpasses or mat_state.material.arm_discard if parse_opacity: frag.write('vec3 n;') # Discard at compile time frag.write('float dotNV;') frag.write('float opacity;') if con_depth.is_elem('bone'): make_skin.skin_pos(vert) if con_depth.is_elem('off'): vert.write('spos.xyz += off;') wrd = bpy.data.worlds['Arm'] if mat_state.material.arm_particle == 'gpu': make_particle.write(vert) if is_disp: tesc = con_depth.make_tesc() tese = con_depth.make_tese() tesc.ins = vert.outs tese.ins = tesc.outs frag.ins = tese.outs vert.add_out('vec3 wposition') vert.add_out('vec3 wnormal') vert.add_uniform('mat4 W', '_worldMatrix') vert.add_uniform('mat3 N', '_normalMatrix') vert.write('wnormal = normalize(N * nor);') vert.write('wposition = vec4(W * spos).xyz;') make_tess.tesc_levels(tesc, mat_state.material.arm_tess_shadows_inner, mat_state.material.arm_tess_shadows_outer) make_tess.interpolate(tese, 'wposition', 3) make_tess.interpolate(tese, 'wnormal', 3, normalize=True) cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=parse_opacity) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') vert.write('texCoord = tex;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord')) tese.write_pre = False if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') tese.write_pre = True make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1')) tese.write_pre = False if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col;') tese.write_pre = True make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor')) tese.write_pre = False if shadowmap: tese.add_uniform('mat4 LVP', '_lampViewProjectionMatrix') tese.write('wposition += wnormal * disp * 0.2;') tese.write('gl_Position = LVP * vec4(wposition, 1.0);') else: tese.add_uniform('mat4 VP', '_viewProjectionMatrix') tese.write('wposition += wnormal * disp * 0.2;') tese.write('gl_Position = VP * vec4(wposition, 1.0);') # No displacement else: frag.ins = vert.outs billboard = mat_state.material.arm_billboard if shadowmap: if billboard == 'spherical': vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 LWVP', '_lampWorldViewProjectionMatrix') vert.write('gl_Position = LWVP * spos;') else: if billboard == 'spherical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixSphere') elif billboard == 'cylindrical': vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrixCylinder') else: # off vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.write('gl_Position = WVP * spos;') if parse_opacity: cycles.parse(mat_state.nodes, con_depth, vert, frag, geom, tesc, tese, parse_surface=False, parse_opacity=True) if con_depth.is_elem('tex'): vert.add_out('vec2 texCoord') if mat_state.material.arm_tilesheet_mat: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex + tilesheetOffset;') else: vert.write('texCoord = tex;') if con_depth.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.write('texCoord1 = tex1;') if con_depth.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col;') # TODO: interleaved buffer has to match vertex structure of mesh context if not bpy.data.worlds['Arm'].arm_deinterleaved_buffers: con_depth.add_elem('nor', 3) if mat_state.con_mesh != None: if mat_state.con_mesh.is_elem('tex'): con_depth.add_elem('tex', 2) if mat_state.con_mesh.is_elem('tex1'): con_depth.add_elem('tex1', 2) if mat_state.con_mesh.is_elem('col'): con_depth.add_elem('col', 3) if mat_state.con_mesh.is_elem('tang'): con_depth.add_elem('tang', 4) # TODO: pass vbuf with proper struct gapi = arm.utils.get_gapi() if gapi.startswith('direct3d') and bpy.data.worlds[ 'Arm'].arm_deinterleaved_buffers == False: vert.write('vec3 t1 = nor; // TODO: Temp for d3d') if con_depth.is_elem('tex'): vert.write('vec2 t2 = tex; // TODO: Temp for d3d') if parse_opacity: opac = mat_state.material.arm_discard_opacity_shadows frag.write('if (opacity < {0}) discard;'.format(opac)) make_mesh.make_finalize(con_depth) assets.vs_equal(con_depth, assets.shader_cons['depth_vert']) assets.fs_equal(con_depth, assets.shader_cons['depth_frag']) return con_depth
def make_mesh_pass(rpass): con = { 'name': rpass, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos, 1.0);') frag.ins = vert.outs frag.add_include('compiled.glsl') frag.add_uniform('vec3 lightDir', '_lampDirection') frag.add_uniform('vec3 lightColor', '_lampColor') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('float visibility = 1.0;') frag.write('float dotNL = max(dot(n, lightDir), 0.0);') is_shadows = not '_NoShadows' in wrd.world_defs if is_shadows: vert.add_out('vec4 lampPos') vert.add_uniform('mat4 LWVP', '_biasLampWorldViewProjectionMatrix') vert.write('lampPos = LWVP * spos;') frag.add_include('std/shadows.glsl') frag.add_uniform('sampler2D shadowMap') frag.add_uniform('float shadowsBias', '_lampShadowsBias') frag.add_uniform('bool receiveShadow') frag.write(' if (receiveShadow && lampPos.w > 0.0) {') frag.write(' vec3 lPos = lampPos.xyz / lampPos.w;') frag.write(' const vec2 smSize = shadowmapSize;') frag.write( ' visibility *= PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);' ) # frag.write(' const float texelSize = 1.0 / shadowmapSize.x;') # frag.write(' visibility = 0.0;') # frag.write(' visibility += float(texture(shadowMap, lPos.xy).r + shadowsBias > lPos.z);') # frag.write(' visibility += float(texture(shadowMap, lPos.xy + vec2(texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.5;') # frag.write(' visibility += float(texture(shadowMap, lPos.xy + vec2(-texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.25;') # frag.write(' visibility += float(texture(shadowMap, lPos.xy + vec2(0.0, texelSize)).r + shadowsBias > lPos.z) * 0.5;') # frag.write(' visibility += float(texture(shadowMap, lPos.xy + vec2(0.0, -texelSize)).r + shadowsBias > lPos.z) * 0.25;') # frag.write(' visibility /= 2.5;') frag.write(' }') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') arm_discard = mat_state.material.arm_discard if arm_discard: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=arm_discard, parse_displacement=False) make_mesh.write_vertpos(vert) if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.write('texCoord = tex;') if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col;') if con_mesh.is_elem('tang'): vert.add_out('mat3 TBN') make_mesh.write_norpos(con_mesh, vert, declare=True) vert.write('vec3 tangent = normalize(N * tang);') vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write('TBN = mat3(tangent, bitangent, wnormal);') else: vert.add_out('vec3 wnormal') make_mesh.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') frag.add_out('vec4 fragColor') frag.write( 'vec3 direct = basecol * step(0.5, dotNL) * visibility * lightColor;') frag.write('vec3 indirect = basecol * envmapStrength;') frag.write('fragColor = vec4(direct + indirect, 1.0);') if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) make_mesh.make_finalize(con_mesh) return con_mesh