armory/blender/arm/material/make_transluc.py

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import bpy
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import arm.material.cycles as cycles
import arm.material.mat_state as mat_state
import arm.material.make_mesh as make_mesh
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import arm.material.make_finalize as make_finalize
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import arm.assets as assets
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def make(context_id):
con_transluc = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise', \
'blend_source': 'blend_one', 'blend_destination': 'blend_one', 'blend_operation': 'add', \
'alpha_blend_source': 'blend_zero', 'alpha_blend_destination': 'inverse_source_alpha', 'alpha_blend_operation': 'add' })
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make_mesh.make_forward_base(con_transluc, parse_opacity=True, transluc_pass=True)
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vert = con_transluc.vert
frag = con_transluc.frag
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tese = con_transluc.tese
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frag.add_out('vec4 fragColor[2]')
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# Remove fragColor = ...;
frag.main = frag.main[:frag.main.rfind('fragColor')]
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frag.write('\n')
wrd = bpy.data.worlds['Arm']
if '_VoxelAOvar' in wrd.world_defs:
frag.write('indirect *= 0.25;')
frag.write('vec4 premultipliedReflect = vec4(vec3(direct + indirect * 0.5) * opacity, opacity);')
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frag.write('float w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - (gl_FragCoord.z) * 0.9, 3.0), 1e-2, 3e3);')
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frag.write('fragColor[0] = vec4(premultipliedReflect.rgb * w, premultipliedReflect.a);')
frag.write('fragColor[1] = vec4(premultipliedReflect.a * w, 0.0, 0.0, 1.0);')
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make_finalize.make(con_transluc)
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# assets.vs_equal(con_transluc, assets.shader_cons['transluc_vert']) # shader_cons has no transluc yet
# assets.fs_equal(con_transluc, assets.shader_cons['transluc_frag'])
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return con_transluc