def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): global is_displacement wrd = bpy.data.worlds['Arm'] arm_discard = mat_state.material.arm_discard make_base(con_mesh, parse_opacity=(parse_opacity or arm_discard)) blend = mat_state.material.arm_blending vert = con_mesh.vert frag = con_mesh.frag tese = con_mesh.tese if parse_opacity or arm_discard: if arm_discard or blend: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) elif transluc_pass: frag.write('if (opacity == 1.0) discard;') else: opac = '0.9999' # 1.0 - eps frag.write('if (opacity < {0}) discard;'.format(opac)) if blend: frag.add_out('vec4 fragColor[1]') if parse_opacity: frag.write('fragColor[0] = vec4(basecol, opacity);') else: # frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);') frag.write('fragColor[0] = vec4(basecol, 1.0);') # TODO: Fade out fragments near depth buffer here return frag.write_attrib('vec3 vVec = normalize(eyeDir);') frag.write_attrib('float dotNV = max(dot(n, vVec), 0.0);') sh = tese if tese is not None else vert sh.add_out('vec3 eyeDir') sh.add_uniform('vec3 eye', '_cameraPosition') sh.write('eyeDir = eye - wposition;') frag.add_include('std/light.glsl') is_shadows = '_ShadowMap' in wrd.world_defs is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs is_single_atlas = is_shadows_atlas and '_SingleAtlas' in wrd.world_defs shadowmap_sun = 'shadowMap' if is_shadows_atlas: shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas' frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True) frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') if '_Brdf' in wrd.world_defs: frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png') frag.write( 'vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;' ) if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance') frag.write('vec3 indirect = shIrradiance(n, shirr);') if '_EnvTex' in wrd.world_defs: frag.write('indirect /= PI;') frag.write('indirect *= albedo;') if '_Rad' in wrd.world_defs: frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance') frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps') frag.write('vec3 reflectionWorld = reflect(-vVec, n);') frag.write( 'float lod = getMipFromRoughness(roughness, envmapNumMipmaps);' ) frag.write( 'vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;' ) if '_EnvLDR' in wrd.world_defs: frag.write( 'prefilteredColor = pow(prefilteredColor, vec3(2.2));') frag.write( 'indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;' ) elif '_EnvCol' in wrd.world_defs: frag.add_uniform('vec3 backgroundCol', link='_backgroundCol') frag.write('indirect += backgroundCol * f0;') else: frag.write('vec3 indirect = albedo;') frag.write('indirect *= occlusion;') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('indirect *= envmapStrength;') if '_VoxelAOvar' in wrd.world_defs: frag.add_include('std/conetrace.glsl') frag.add_uniform('sampler3D voxels') if '_VoxelGICam' in wrd.world_defs: frag.add_uniform('vec3 eyeSnap', link='_cameraPositionSnap') frag.write( 'vec3 voxpos = (wposition - eyeSnap) / voxelgiHalfExtents;') else: frag.write('vec3 voxpos = wposition / voxelgiHalfExtents;') frag.write('indirect *= vec3(1.0 - traceAO(voxpos, n, voxels));') frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('vec3 sh = normalize(vVec + sunDir);') frag.write('float sdotNL = dot(n, sunDir);') frag.write('float sdotNH = dot(n, sh);') frag.write('float sdotVH = dot(vVec, sh);') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform(f'sampler2DShadow {shadowmap_sun}', top=True) frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write( f'svisibility = shadowTestCascade({shadowmap_sun}, eye, wposition + n * shadowsBias * 10, shadowsBias);' ) else: if tese is not None: tese.add_out('vec4 lightPosition') tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') tese.write('lightPosition = LVP * vec4(wposition, 1.0);') else: if is_displacement: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') vert.write( 'lightPosition = LVP * vec4(wposition, 1.0);') else: vert.add_out('vec4 lightPosition') vert.add_uniform( 'mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') vert.write('lightPosition = LWVP * spos;') frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write('const vec2 smSize = shadowmapSize;') frag.write( f'svisibility = PCF({shadowmap_sun}, lPos.xy, lPos.z - shadowsBias, smSize);' ) frag.write('}') # receiveShadow if '_VoxelShadow' in wrd.world_defs and '_VoxelAOvar' in wrd.world_defs: frag.write( 'svisibility *= 1.0 - traceShadow(voxels, voxpos, sunDir);') frag.write( 'direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;' ) # sun if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', link='_pointPosition') frag.add_uniform('vec3 pointCol', link='_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec2 spotData', link='_spotData') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform('float pointBias', link='_pointShadowsBias') if '_Spot' in wrd.world_defs: # Skip world matrix, already in world-space frag.add_uniform( 'mat4 LWVPSpot[1]', link='_biasLightViewProjectionMatrixSpotArray', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True) else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True) frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True) frag.write('direct += sampleLight(') frag.write( ' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0' ) if is_shadows: frag.write(' , 0, pointBias, receiveShadow') if '_Spot' in wrd.world_defs: frag.write(' , true, spotData.x, spotData.y, spotDir') if '_VoxelShadow' in wrd.world_defs and '_VoxelAOvar' in wrd.world_defs: frag.write(' , voxels, voxpos') frag.write(');') if '_Clusters' in wrd.world_defs: make_cluster.write(vert, frag) if '_Emission' in wrd.world_defs: frag.write('if (emission > 0.0) {') frag.write(' direct = vec3(0.0);') frag.write(' indirect += basecol * emission;') frag.write('}')
def make_forward_base(con_mesh, parse_opacity=False): global is_displacement wrd = bpy.data.worlds['Arm'] arm_discard = mat_state.material.arm_discard make_base(con_mesh, parse_opacity=(parse_opacity or arm_discard)) vert = con_mesh.vert frag = con_mesh.frag tese = con_mesh.tese if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) blend = mat_state.material.arm_blending if blend: frag.add_out('vec4 fragColor') if parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: # frag.write('fragColor = vec4(basecol * lightCol * visibility, 1.0);') frag.write('fragColor = vec4(basecol, 1.0);') # TODO: Fade out fragments near depth buffer here return frag.write_init(""" vec3 vVec = normalize(eyeDir); float dotNV = max(dot(n, vVec), 0.0); """) sh = tese if tese != None else vert sh.add_out('vec3 eyeDir') sh.add_uniform('vec3 eye', '_cameraPosition') sh.write('eyeDir = eye - wposition;') frag.add_include('std/light.glsl') is_shadows = '_ShadowMap' in wrd.world_defs frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') frag.write('vec3 direct = vec3(0.0);') frag.add_uniform('bool receiveShadow') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('vec3 sh = normalize(vVec + sunDir);') frag.write('float sdotNL = dot(n, sunDir);') frag.write('float sdotNH = dot(n, sh);') frag.write('float sdotVH = dot(vVec, sh);') if is_shadows: frag.add_uniform('sampler2D shadowMap') frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write('vec2 smSize;') frag.write('vec3 lPos;') frag.write('int casi;') frag.write('int casindex;') frag.write('mat4 LWVP = getCascadeMat(distance(eye, wposition), casi, casindex);') frag.write('vec4 lightPosition = LWVP * vec4(wposition, 1.0);') frag.write('lPos = lightPosition.xyz / lightPosition.w;') frag.write('smSize = shadowmapSize * vec2(shadowmapCascades, 1.0);') else: if tese != None: tese.add_out('vec4 lightPosition') tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') tese.write('lightPosition = LVP * vec4(wposition, 1.0);') else: if is_displacement: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') vert.write('lightPosition = LVP * vec4(wposition, 1.0);') else: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPosition = LWVP * spos;') frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write('const vec2 smSize = shadowmapSize;') frag.write('svisibility = PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);') frag.write('}') # receiveShadow # is_shadows frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;') # sun if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', link='_pointPosition') frag.add_uniform('vec3 pointCol', link='_pointColor') if is_shadows: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True) frag.add_uniform('samplerCube shadowMap0', included=True) frag.add_uniform('float pointBias', link='_pointShadowsBias') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec2 spotData', link='_spotData') if is_shadows: frag.add_uniform('sampler2D shadowMapSpot0', included=True) frag.write('direct += sampleLight(') frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0') if is_shadows: frag.write(' , pointBias') if '_Spot' in wrd.world_defs: frag.write(' , true, spotData.x, spotData.y, spotDir') frag.write(');') if '_Clusters' in wrd.world_defs: make_cluster.write(vert, frag) if '_Brdf' in wrd.world_defs: frag.add_uniform('sampler2D senvmapBrdf', link='_envmapBrdf') frag.write('vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;') if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True) frag.write('vec3 indirect = shIrradiance(n);') if '_EnvTex' in wrd.world_defs: frag.write('indirect /= PI;') frag.write('indirect *= albedo;') if '_Rad' in wrd.world_defs: frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance') frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps') frag.write('vec3 reflectionWorld = reflect(-vVec, n);') frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);') frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;') if '_EnvLDR' in wrd.world_defs: frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));') frag.write('indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;') elif '_EnvCol' in wrd.world_defs: frag.add_uniform('vec3 backgroundCol', link='_backgroundCol') frag.write('indirect += backgroundCol * f0;') else: frag.write('vec3 indirect = albedo;') frag.write('indirect *= occlusion;') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('indirect *= envmapStrength;') if '_VoxelGI' in wrd.world_defs or '_VoxelAO' in wrd.world_defs: frag.add_include('std/conetrace.glsl') frag.add_uniform('sampler3D voxels') if '_VoxelGICam' in wrd.world_defs: frag.add_uniform('vec3 eyeSnap', link='_cameraPositionSnap') frag.write('vec3 voxpos = (wposition - eyeSnap) / voxelgiHalfExtents;') else: frag.write('vec3 voxpos = wposition / voxelgiHalfExtents;') if '_VoxelAO' in wrd.world_defs: frag.write('indirect *= vec3(1.0 - traceAO(voxpos, n, voxels));') # frag.write('indirect = vec3(1.0 - traceAO(voxpos, n, voxels));') # AO view else: frag.write('vec4 indirectDiffuse = traceDiffuse(voxpos, n, voxels);') frag.write('indirect = indirect * voxelgiEnv + vec3(indirectDiffuse.rgb * voxelgiDiff * basecol);') frag.write('if (specular > 0.0) {') frag.write('vec3 indirectSpecular = traceSpecular(voxels, voxpos, n, vVec, roughness);') frag.write('indirectSpecular *= f0 * envBRDF.x + envBRDF.y;') frag.write('indirect += indirectSpecular * voxelgiSpec * specular;') frag.write('}')
def make_forward_mobile(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.inc') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') if '_Emission' in wrd.world_defs: frag.write('float emission;') arm_discard = mat_state.material.arm_discard blend = mat_state.material.arm_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or arm_discard if parse_opacity: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False) if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) make_attrib.write_tex_coords(con_mesh, vert, frag, tese) if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') 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);') make_attrib.write_vertpos(vert) frag.add_include('std/math.glsl') frag.add_include('std/brdf.glsl') frag.add_out('vec4 fragColor') blend = mat_state.material.arm_blending if blend: if parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') return is_shadows = '_ShadowMap' in wrd.world_defs is_shadows_atlas = '_ShadowMapAtlas' in wrd.world_defs shadowmap_sun = 'shadowMap' if is_shadows_atlas: is_single_atlas = '_SingleAtlas' in wrd.world_defs shadowmap_sun = 'shadowMapAtlasSun' if not is_single_atlas else 'shadowMapAtlas' frag.add_uniform('vec2 smSizeUniform', '_shadowMapSize', included=True) frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('float sdotNL = max(dot(n, sunDir), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('bool receiveShadow') frag.add_uniform(f'sampler2DShadow {shadowmap_sun}') frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write( f'svisibility = shadowTestCascade({shadowmap_sun}, eye, wposition + n * shadowsBias * 10, shadowsBias);' ) else: frag.write('if (lightPosition.w > 0.0) {') frag.write( ' vec3 lPos = lightPosition.xyz / lightPosition.w;') if '_Legacy' in wrd.world_defs: frag.write( f' svisibility = float(texture({shadowmap_sun}, vec2(lPos.xy)).r > lPos.z - shadowsBias);' ) else: frag.write( f' svisibility = texture({shadowmap_sun}, vec3(lPos.xy, lPos.z - shadowsBias)).r;' ) frag.write('}') frag.write('}') # receiveShadow frag.write('direct += basecol * sdotNL * sunCol * svisibility;') if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', '_pointPosition') frag.add_uniform('vec3 pointCol', '_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec2 spotData', link='_spotData') frag.write('float visibility = 1.0;') frag.write('vec3 ld = pointPos - wposition;') frag.write('vec3 l = normalize(ld);') frag.write('float dotNL = max(dot(n, l), 0.0);') if is_shadows: frag.add_uniform('bool receiveShadow') frag.add_uniform('float pointBias', link='_pointShadowsBias') frag.add_include('std/shadows.glsl') frag.write('if (receiveShadow) {') if '_Spot' in wrd.world_defs: vert.add_out('vec4 spotPosition') vert.add_uniform( 'mat4 LWVPSpotArray[1]', link='_biasLightWorldViewProjectionMatrixSpotArray') vert.write('spotPosition = LWVPSpotArray[0] * spos;') frag.add_uniform('sampler2DShadow shadowMapSpot[1]') frag.write('if (spotPosition.w > 0.0) {') frag.write( ' vec3 lPos = spotPosition.xyz / spotPosition.w;') if '_Legacy' in wrd.world_defs: frag.write( ' visibility = float(texture(shadowMapSpot[0], vec2(lPos.xy)).r > lPos.z - pointBias);' ) else: frag.write( ' visibility = texture(shadowMapSpot[0], vec3(lPos.xy, lPos.z - pointBias)).r;' ) frag.write('}') else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj') frag.add_uniform('samplerCubeShadow shadowMapPoint[1]') frag.write('const float s = shadowmapCubePcfSize;' ) # TODO: incorrect... frag.write( 'float compare = lpToDepth(ld, lightProj) - pointBias * 1.5;' ) frag.write('#ifdef _InvY') frag.write('l.y = -l.y;') frag.write('#endif') if '_Legacy' in wrd.world_defs: frag.write( 'visibility = float(texture(shadowMapPoint[0], vec3(-l + n * pointBias * 20)).r > compare);' ) else: frag.write( 'visibility = texture(shadowMapPoint[0], vec4(-l + n * pointBias * 20, compare)).r;' ) frag.write('}') # receiveShadow frag.write( 'direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;' ) if '_Clusters' in wrd.world_defs: frag.add_include('std/light_mobile.glsl') frag.write('vec3 albedo = basecol;') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') make_cluster.write(vert, frag) if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance') env_str = 'shIrradiance(n, shirr)' else: env_str = '0.5' frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write( 'fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'. format(env_str)) if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')
def make_forward_mobile(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 write_vertpos(vert) frag.add_include('compiled.inc') 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 blend = mat_state.material.arm_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or arm_discard if parse_opacity: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False) 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') 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_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col;') if con_mesh.is_elem('tang'): vert.add_out('mat3 TBN') 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') write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') frag.add_include('std/math.glsl') frag.add_include('std/brdf.glsl') frag.add_out('vec4 fragColor') blend = mat_state.material.arm_blending if blend: if parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') return is_shadows = '_ShadowMap' in wrd.world_defs frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('float sdotNL = max(dot(n, sunDir), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('sampler2D shadowMap') frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (lightPosition.w > 0.0) {') frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write(' const float texelSize = 1.0 / shadowmapSize.x;') frag.write(' svisibility = 0.0;') frag.write(' svisibility += float(texture(shadowMap, lPos.xy).r + shadowsBias > lPos.z);') frag.write(' svisibility += float(texture(shadowMap, lPos.xy + vec2(texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.5;') frag.write(' svisibility += float(texture(shadowMap, lPos.xy + vec2(-texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.25;') frag.write(' svisibility += float(texture(shadowMap, lPos.xy + vec2(0.0, texelSize)).r + shadowsBias > lPos.z) * 0.5;') frag.write(' svisibility += float(texture(shadowMap, lPos.xy + vec2(0.0, -texelSize)).r + shadowsBias > lPos.z) * 0.25;') frag.write(' svisibility /= 2.5;') frag.write(' svisibility = max(svisibility, 0.2);') # frag.write(' svisibility = max(float(texture(shadowMap, lPos.xy).r + shadowsBias > lPos.z), 0.5);') frag.write('}') frag.write('direct += basecol * sdotNL * sunCol * svisibility;') if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', '_pointPosition') frag.add_uniform('vec3 pointCol', '_pointColor') frag.write('float visibility = 1.0;') frag.write('float dotNL = max(dot(n, pointPos - wposition), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('sampler2D shadowMap0') frag.add_uniform('float shadowsBias', '_lightShadowsBias') frag.write('if (lightPosition.w > 0.0) {') frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write(' const float texelSize = 1.0 / shadowmapSize.x;') frag.write(' visibility = 0.0;') frag.write(' visibility += float(texture(shadowMap0, lPos.xy).r + shadowsBias > lPos.z);') frag.write(' visibility += float(texture(shadowMap0, lPos.xy + vec2(texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.5;') frag.write(' visibility += float(texture(shadowMap0, lPos.xy + vec2(-texelSize, 0.0)).r + shadowsBias > lPos.z) * 0.25;') frag.write(' visibility += float(texture(shadowMap0, lPos.xy + vec2(0.0, texelSize)).r + shadowsBias > lPos.z) * 0.5;') frag.write(' visibility += float(texture(shadowMap0, lPos.xy + vec2(0.0, -texelSize)).r + shadowsBias > lPos.z) * 0.25;') frag.write(' visibility /= 2.5;') frag.write(' visibility = max(visibility, 0.2);') frag.write('}') frag.write('direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;') if '_Clusters' in wrd.world_defs: frag.add_include('std/light_mobile.glsl') frag.write('vec3 albedo = basecol;') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') make_cluster.write(vert, frag) if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True) env_str = 'shIrradiance(n)' else: env_str = '0.5' frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'.format(env_str)) if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));')