From ccc427c04a79d3ebec16049bc49723bd171bdfca Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Moritz=20Br=C3=BCckner?= Date: Thu, 27 May 2021 22:57:53 +0200 Subject: [PATCH] Cleanup --- Shaders/std/sky.glsl | 4 ++-- blender/arm/material/make_attrib.py | 4 +--- blender/arm/material/make_finalize.py | 17 ++++++++++------- 3 files changed, 13 insertions(+), 12 deletions(-) diff --git a/Shaders/std/sky.glsl b/Shaders/std/sky.glsl index d3d04e53..b4465351 100644 --- a/Shaders/std/sky.glsl +++ b/Shaders/std/sky.glsl @@ -60,7 +60,7 @@ float random(vec2 coords) { vec3 nishita_lookupLUT(const float height, const float sunTheta) { vec2 coords = vec2( - sqrt(height * (1 / nishita_atmo_radius)), + sqrt(height * (1 / nishita_atmo_radius)), 0.5 + 0.5 * sign(sunTheta - HALF_PI) * sqrt(abs(sunTheta * (1 / HALF_PI) - 1)) ); return textureLod(nishitaLUT, coords, 0.0).rgb; @@ -125,7 +125,7 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa // Idea behind this: "Rotate" everything by iPos (-> iPos is the new zenith) and then all calculations for the // inner integral only depend on the sample height (iHeight) and sunTheta (angle between sun and new zenith). float sunTheta = acos(dot(normalize(iPos), normalize(pSun))); - vec3 jODepth = nishita_lookupLUT(iHeight, sunTheta);// * vec3(14000000 / 255, 14000000 / 255, 2000000 / 255); + vec3 jODepth = nishita_lookupLUT(iHeight, sunTheta); // Apply dithering to reduce visible banding jODepth += mix(-1000, 1000, random(r.xy)); diff --git a/blender/arm/material/make_attrib.py b/blender/arm/material/make_attrib.py index 1d01e99b..6749d854 100644 --- a/blender/arm/material/make_attrib.py +++ b/blender/arm/material/make_attrib.py @@ -34,13 +34,11 @@ def write_vertpos(vert): def write_norpos(con_mesh: shader.ShaderContext, vert: shader.Shader, declare=False, write_nor=True): - prep = '' - if declare: - prep = 'vec3 ' is_bone = con_mesh.is_elem('bone') if is_bone: make_skin.skin_pos(vert) if write_nor: + prep = 'vec3 ' if declare else '' if is_bone: make_skin.skin_nor(vert, prep) else: diff --git a/blender/arm/material/make_finalize.py b/blender/arm/material/make_finalize.py index d16d3d00..afeeee8f 100644 --- a/blender/arm/material/make_finalize.py +++ b/blender/arm/material/make_finalize.py @@ -1,7 +1,10 @@ import bpy -import arm.material.make_tess as make_tess -def make(con_mesh): +import arm.material.make_tess as make_tess +from arm.material.shader import ShaderContext + + +def make(con_mesh: ShaderContext): vert = con_mesh.vert frag = con_mesh.frag geom = con_mesh.geom @@ -32,7 +35,7 @@ def make(con_mesh): write_wpos = False if frag.contains('vVec') and not frag.contains('vec3 vVec'): - if tese != None: + if tese is not None: tese.add_out('vec3 eyeDir') tese.add_uniform('vec3 eye', '_cameraPosition') tese.write('eyeDir = eye - wposition;') @@ -48,7 +51,7 @@ def make(con_mesh): export_wpos = False if frag.contains('wposition') and not frag.contains('vec3 wposition'): export_wpos = True - if tese != None: + if tese is not None: export_wpos = True if vert.contains('wposition'): write_wpos = True @@ -67,7 +70,7 @@ def make(con_mesh): vert.add_uniform('float posUnpack', link='_posUnpack') vert.write_attrib('mposition = spos.xyz * posUnpack;') - if tese != None: + if tese is not None: if frag_mpos: make_tess.interpolate(tese, 'mposition', 3, declare_out=True) elif tese.contains('mposition') and not tese.contains('vec3 mposition'): @@ -89,7 +92,7 @@ def make(con_mesh): vert.write_attrib('if (dim.y == 0) bposition.y = 0;') vert.write_attrib('if (dim.x == 0) bposition.x = 0;') - if tese != None: + if tese is not None: if frag_bpos: make_tess.interpolate(tese, 'bposition', 3, declare_out=True) elif tese.contains('bposition') and not tese.contains('vec3 bposition'): @@ -110,7 +113,7 @@ def make(con_mesh): vert.write('wtangent = normalize(N * tang.xyz);') vert.write_pre = False - if tese != None: + if tese is not None: if frag_wtan: make_tess.interpolate(tese, 'wtangent', 3, declare_out=True) elif tese.contains('wtangent') and not tese.contains('vec3 wtangent'):