Update render pipelines data.
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@ -218,7 +218,7 @@ class DrawWorldNode(Node, CGPipelineTreeNode):
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Helper nodes
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# Pass nodes
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class QuadPassNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'QuadPassNodeType'
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@ -244,6 +244,23 @@ class QuadPassNode(Node, CGPipelineTreeNode):
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Constant nodes
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class ScreeNode(Node, CGPipelineTreeNode):
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'''A custom node'''
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bl_idname = 'ScreenNodeType'
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bl_label = 'Screen'
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bl_icon = 'SOUND'
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def init(self, context):
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self.outputs.new('NodeSocketInt', "Width")
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self.outputs.new('NodeSocketInt', "Height")
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def copy(self, node):
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print("Copying from node ", node)
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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### Node Categories ###
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# Node categories are a python system for automatically
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# extending the Add menu, toolbar panels and search operator.
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@ -261,6 +278,11 @@ class MyPassNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'CGPipelineTreeType'
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class MyConstantNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'CGPipelineTreeType'
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node_categories = [
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MyPipelineNodeCategory("PIPELINENODES", "Pipeline", items=[
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@ -275,10 +297,13 @@ node_categories = [
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NodeItem("TargetNodeType"),
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NodeItem("ColorBufferNodeType"),
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NodeItem("FramebufferNodeType"),
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]),
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]),
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MyPassNodeCategory("PASSNODES", "Pass", items=[
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NodeItem("QuadPassNodeType"),
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]),
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]),
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MyConstantNodeCategory("CONSTANTNODES", "Constant", items=[
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NodeItem("ScreenNodeType"),
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]),
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]
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@ -1,16 +0,0 @@
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#ifdef _NMTex
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#define _AMTex
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#endif
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in vec4 position;
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void main() {
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float depth = position.z / position.w;
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}
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@ -1,48 +0,0 @@
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#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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#ifdef _NMTex
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#define _AMTex
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#endif
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in vec3 pos;
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in vec3 nor;
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#ifdef _AMTex
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in vec2 tex;
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#endif
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#ifdef _VCols
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in vec4 col;
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#endif
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#ifdef _NMTex
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in vec3 tan;
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in vec3 bitan;
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#endif
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#ifdef _Skinning
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in vec4 bone;
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in vec4 weight;
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#endif
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#ifdef _Instancing
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in vec3 off;
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#endif
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uniform mat4 M;
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uniform mat4 NM;
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uniform mat4 V;
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uniform mat4 P;
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out vec4 position;
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void main() {
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// #ifdef _Instancing
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// gl_Position = M * vec4(pos + off, 1.0);
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// #else
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// gl_Position = M * vec4(pos, 1.0);
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// #endif
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gl_Position = P * V * M * vec4(pos, 1.0);
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position = gl_Position;
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}
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@ -65,10 +65,9 @@ in vec3 normal;
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// return clamp(max(p, p_max), 0.0, 1.0);
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// }
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// Just for testing, unrealiable on low precisions
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
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}
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// float rand(vec2 co) {
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// return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
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// }
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float texture2DCompare(vec2 uv, float compare){
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float depth = texture(shadowMap, uv).r * 2.0 - 1.0;
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@ -286,7 +285,7 @@ void main() {
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if (receiveShadow) {
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if (lPos.w > 0.0) {
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visibility = shadowTest(lPos);
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// visibility = 1.0;
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visibility = 1.0;
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}
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}
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@ -297,11 +296,11 @@ void main() {
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discard;
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#endif
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vec3 baseColor = texel.rgb;
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baseColor = pow(baseColor.rgb, vec3(2.2));
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#else
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vec3 baseColor = matColor.rgb;
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#endif
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baseColor = pow(baseColor.rgb, vec3(2.2));
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vec4 outColor;
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if (lighting) {
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@ -12,11 +12,12 @@ in vec4 position;
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void main() {
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float depth = position.z / position.w;
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// float depth = position.z / position.w;
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// depth += 0.005;
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// gl_FragDepth = depth;
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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// gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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// VSM
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// float dx = dFdx(depth);
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