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use correct normalize values, add refraction pass on top of mesh pass…
… and use an extra python file to create the shader like transluc.
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import bpy | ||
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import arm | ||
import arm.material.cycles as cycles | ||
import arm.material.mat_state as mat_state | ||
import arm.material.make_mesh as make_mesh | ||
import arm.material.make_finalize as make_finalize | ||
import arm.assets as assets | ||
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if arm.is_reload(__name__): | ||
cycles = arm.reload_module(cycles) | ||
mat_state = arm.reload_module(mat_state) | ||
make_mesh = arm.reload_module(make_mesh) | ||
make_finalize = arm.reload_module(make_finalize) | ||
assets = arm.reload_module(assets) | ||
else: | ||
arm.enable_reload(__name__) | ||
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def make(context_id): | ||
con_refract = mat_state.data.add_context({ 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' }) | ||
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make_mesh.make_forward_base(con_refract, parse_opacity=True, transluc_pass=True) | ||
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vert = con_refract.vert | ||
frag = con_refract.frag | ||
tese = con_refract.tese | ||
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frag.add_include('std/gbuffer.glsl') | ||
frag.add_out('vec4 fragColor[3]') | ||
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# Remove fragColor = ...; | ||
frag.main = frag.main[:frag.main.rfind('fragColor')] | ||
frag.write('\n') | ||
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wrd = bpy.data.worlds['Arm'] | ||
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frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') | ||
frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') | ||
frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));') | ||
frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);') | ||
frag.write('fragColor[2] = vec4(ior, opacity, 0.0, 0.0);') | ||
make_finalize.make(con_refract) | ||
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# assets.vs_equal(con_refract, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet | ||
# assets.fs_equal(con_refract, assets.shader_cons['transluc_frag']) | ||
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return con_refract |