More D3D fixes
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68b74a95c1
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@ -18,7 +18,11 @@ out vec2 texCoord;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -18,7 +18,11 @@ out vec2 texCoord;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -10,7 +10,11 @@ out vec2 texCoord;
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void main() {
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// Scale vertex attribute to 0-1 range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -14,7 +14,11 @@ out vec3 viewRay;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -13,7 +13,11 @@ out vec3 viewRay;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -16,7 +16,11 @@ out vec2 texCoord;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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initialRay = mix(mix(ray00, ray01, texCoord.y), mix(ray10, ray11, texCoord.y), texCoord.x);
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -19,7 +19,11 @@ const int SMAA_MAX_SEARCH_STEPS = 16;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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// Blend Weight Calculation Vertex Shader
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@ -15,7 +15,11 @@ out vec4 offset2;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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// Edge Detection Vertex Shader
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@ -13,7 +13,11 @@ out vec4 offset;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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// Neighborhood Blending Vertex Shader
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@ -17,7 +17,11 @@ out vec3 vecnormal;
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void main() {
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// Scale vertex attribute to [0-1] range
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#ifdef _InvY
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const vec2 madd = vec2(0.5, -0.5);
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#else
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const vec2 madd = vec2(0.5, 0.5);
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#endif
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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@ -97,6 +97,9 @@ def build_node_tree(world):
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wrd.world_defs += '_Rad' # Always do radiance for voxels
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wrd.world_defs += '_Irr'
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if arm.utils.get_gapi().startswith('direct3d'): # Flip Y axis in drawQuad command
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wrd.world_defs += '_InvY'
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# Area lamps
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for lamp in bpy.data.lamps:
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if lamp.type == 'AREA':
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@ -15,7 +15,7 @@ def make(context_id, rpasses):
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tesc = None
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tese = None
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if arm.utils.get_gapi() == 'arm_direct3d9':
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if arm.utils.get_gapi() == 'direct3d9':
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frag.add_out('vec4 fragColor') # Definition requred for d3d9 - pixel shader must minimally write all four components of COLOR0
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vert.write_main_header('vec4 spos = vec4(pos, 1.0);')
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