import bpy import arm.make_state as state import arm.material.mat_state as mat_state import arm.material.mat_utils as mat_utils import arm.utils def make(context_id): con_depth = mat_state.data.add_context({ 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise', 'color_write_red': False, 'color_write_green': False, 'color_write_blue': False, 'color_write_alpha': False }) vert = con_depth.make_vert() frag = con_depth.make_frag() vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix') vert.write('gl_Position = WVP * vec4(pos, 1.0);') # frag.add_out('vec4 fragColor') # frag.write('fragColor = vec4(0.0);') return con_depth