Environment light fixes
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@ -114,7 +114,10 @@ void main() {
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// Envmap
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#ifdef _Irr
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vec3 envl = shIrradiance(n) / PI;
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vec3 envl = shIrradiance(n);
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#ifdef _EnvTex
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envl /= PI;
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#endif
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#else
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vec3 envl = vec3(1.0);
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#endif
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@ -269,6 +269,7 @@ def init_properties():
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bpy.types.Material.arm_receive_shadow = bpy.props.BoolProperty(name="Receive Shadow", default=True)
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bpy.types.Material.arm_overlay = bpy.props.BoolProperty(name="Overlay", default=False)
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bpy.types.Material.arm_decal = bpy.props.BoolProperty(name="Decal", default=False)
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bpy.types.Material.arm_particle = bpy.props.BoolProperty(name="Particle", default=False)
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bpy.types.Material.arm_two_sided = bpy.props.BoolProperty(name="Two-Sided", default=False)
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bpy.types.Material.arm_cull_mode = EnumProperty(
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items=[('none', 'Both', 'None'),
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@ -256,6 +256,7 @@ class MaterialPropsPanel(bpy.types.Panel):
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row = layout.row()
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row.prop(mat, 'arm_tilesheet_mat')
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row.prop(mat, 'arm_blending')
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layout.prop(mat, 'arm_particle')
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layout.operator("arm.invalidate_material_cache")
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@ -278,7 +278,7 @@ def write_sky_irradiance(base_name):
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def write_color_irradiance(base_name, col):
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# Constant color
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irradiance_floats = [col[0], col[1], col[2]]
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irradiance_floats = [col[0] * 1.13, col[1] * 1.13, col[2] * 1.13] # Adjust to Cycles
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for i in range(0, 24):
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irradiance_floats.append(0.0)
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