Merge branch 'master' of https://github.com/armory3d/armory
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commit
4be64e354b
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@ -19,8 +19,7 @@ out vec4 fragColor;
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const float weight[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
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void main() {
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vec2 step = (dir / screenSize.xy / 4) * bloomRadius * 2.0;
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// vec2 step = (dir / 200) * bloomRadius;
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vec2 step = (dir / screenSize.xy) * bloomRadius;
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fragColor.rgb = texture(tex, texCoord).rgb * weight[0];
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@ -43,5 +42,5 @@ void main() {
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fragColor.rgb += texture(tex, texCoord + step * 9.5).rgb * weight[9];
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fragColor.rgb += texture(tex, texCoord - step * 9.5).rgb * weight[9];
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fragColor.rgb *= bloomStrength / 10;
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fragColor.rgb *= bloomStrength / 5;
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}
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@ -2241,26 +2241,31 @@ class ArmoryExporter:
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o['color_texture'] = color_node.image.name
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break
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else:
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o['color'] = [1.0, 1.0, 1.0]
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# o['color'] = [1.0, 1.0, 1.0]
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o['color'] = [objref.color[0], objref.color[1], objref.color[2]]
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o['strength'] = 100.0 * 0.026
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o['type'] = 'point'
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self.output['lamp_datas'].append(o)
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def get_camera_clear_color(self):
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if self.scene.world != None and self.scene.world.node_tree != None and 'Background' in self.scene.world.node_tree.nodes: # TODO: parse node tree
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background_node = self.scene.world.node_tree.nodes['Background']
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col = background_node.inputs[0].default_value
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strength = background_node.inputs[1].default_value
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ar = [col[0] * strength, col[1] * strength, col[2] * strength, col[3]]
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ar[0] = max(min(ar[0], 1.0), 0.0)
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ar[1] = max(min(ar[1], 1.0), 0.0)
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ar[2] = max(min(ar[2], 1.0), 0.0)
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ar[3] = max(min(ar[3], 1.0), 0.0)
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return ar
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if self.scene.world != None and self.scene.world.node_tree != None:
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if 'Background' in self.scene.world.node_tree.nodes: # TODO: parse node tree
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background_node = self.scene.world.node_tree.nodes['Background']
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col = background_node.inputs[0].default_value
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strength = background_node.inputs[1].default_value
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ar = [col[0] * strength, col[1] * strength, col[2] * strength, col[3]]
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ar[0] = max(min(ar[0], 1.0), 0.0)
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ar[1] = max(min(ar[1], 1.0), 0.0)
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ar[2] = max(min(ar[2], 1.0), 0.0)
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ar[3] = max(min(ar[3], 1.0), 0.0)
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return ar
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else:
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return [0.051, 0.051, 0.051, 1.0]
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else:
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return [0.051, 0.051, 0.051, 1.0]
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c = self.scene.world.horizon_color
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return [c[0], c[1], c[2], 1.0]
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def extract_projection(self, o, proj, with_planes=True):
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a = proj[0][0]
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b = proj[1][1]
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@ -381,6 +381,10 @@ def make_bloom_pass(stages, node_group, node):
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y_blend')
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def make_motion_blur_pass(stages, node_group, node):
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@ -54,8 +54,11 @@ def build_node_tree(world):
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envmap_strength_const['name'] = 'envmapStrength'
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envmap_strength_const['float'] = 1.0
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context['bind_constants'].append(envmap_strength_const)
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world.arm_envtex_color = [0.051, 0.051, 0.051, 1.0]
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# world.arm_envtex_color = [0.051, 0.051, 0.051, 1.0]
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c = world.horizon_color
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world.arm_envtex_color = [c[0], c[1], c[2], 1.0]
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world.arm_envtex_strength = envmap_strength_const['float']
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# Clear to color if no texture or sky is provided
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if '_EnvSky' not in wrd.world_defs and '_EnvTex' not in wrd.world_defs:
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@ -289,8 +289,8 @@ def init_properties():
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],
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name="SSGI Rays", description="Number of rays to trace for RTAO/RTGI", default='5', update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_threshold = bpy.props.FloatProperty(name="Threshold", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_strength = bpy.props.FloatProperty(name="Strength", default=5.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_radius = bpy.props.FloatProperty(name="Radius", default=5.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_strength = bpy.props.FloatProperty(name="Strength", default=3.5, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_radius = bpy.props.FloatProperty(name="Radius", default=3.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_motion_blur_intensity = bpy.props.FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssr_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.04, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssr_min_ray_step = bpy.props.FloatProperty(name="Ray Step Min", default=0.05, update=assets.invalidate_shader_cache)
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