Sync with latest Kha
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@ -5,7 +5,7 @@ bl_info = {
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"category": "Game Engine",
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"description": "3D Game Engine built for Cycles",
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"author": "Lubos Lenco",
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"version": (16, 1, 0, 0),
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"version": (16, 3, 0, 0),
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"wiki_url": "http://cyclesgame.org/"
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}
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@ -60,13 +60,12 @@ float shadowTest(vec4 lPos, float dotNL) {
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lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
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vec4 packedZValue = texture(shadowMap, lPosH.st);
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float distanceFromLight = packedZValue.z;
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float bias = clamp(0.005 * tan(acos(dotNL)), 0.0, 0.01);
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// 1.0 = not in shadow, 0.0 = in shadow
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return float(distanceFromLight > lPosH.z - bias);
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// return texture(shadowMap, vec3(lPosH.st, lPosH.z / lPosH.w));
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}
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@ -194,6 +193,7 @@ void main() {
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#ifdef _NMTex
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vec3 n = (texture(snormal, texCoord).rgb * 2.0 - 1.0);
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n = normalize(TBN * normalize(n));
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n = vec3(0.0, 0.0, 1.0);
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#else
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vec3 n = normalize(normal);
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#endif
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@ -205,7 +205,6 @@ void main() {
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if (receiveShadow) {
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if (lPos.w > 0.0) {
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visibility = shadowTest(lPos, dotNL);
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visibility = (visibility * 0.8) + 0.2;
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visibility = 1.0;
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}
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}
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@ -119,7 +119,7 @@ def parse_shader(sres, c, con, defs, lines, parse_attributes):
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ctype = s[1]
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cid = s[2][:-1]
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found = False # Unique check
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if ctype == 'sampler2D': # Texture unit
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if ctype == 'sampler2D' or ctype == 'sampler2DShadow': # Texture unit
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for tu in con.texture_units:
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if tu.id == cid:
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found = True
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