Fix array
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@ -498,11 +498,11 @@ def make_forward(con_mesh):
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if '_LDR' in wrd.world_defs:
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frag.add_include('std/tonemap.glsl')
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frag.write('fragColor[0].rgb = tonemapFilmic(fragColor.rgb);')
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frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);')
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# Particle opacity
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if mat_state.material.arm_particle_flag and arm.utils.get_rp().arm_particles == 'GPU' and mat_state.material.arm_particle_fade:
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frag.write('fragColor.rgb *= p_fade;')
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frag.write('fragColor[0].rgb *= p_fade;')
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def make_forward_base(con_mesh, parse_opacity=False):
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global is_displacement
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@ -521,12 +521,12 @@ def make_forward_base(con_mesh, parse_opacity=False):
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blend = mat_state.material.arm_blending
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if blend:
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frag.add_out('vec4 fragColor')
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frag.add_out('vec4 fragColor[1]')
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if parse_opacity:
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frag.write('fragColor = vec4(basecol, opacity);')
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frag.write('fragColor[0] = vec4(basecol, opacity);')
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else:
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# frag.write('fragColor = vec4(basecol * lightCol * visibility, 1.0);')
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frag.write('fragColor = vec4(basecol, 1.0);')
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# frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);')
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frag.write('fragColor[0] = vec4(basecol, 1.0);')
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# TODO: Fade out fragments near depth buffer here
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return
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