import bpy import arm.assets as assets import arm.material.mat_state as mat_state import arm.material.mat_utils as mat_utils import arm.material.cycles as cycles import arm.material.make_tess as make_tess import arm.material.make_particle as make_particle import arm.material.make_cluster as make_cluster import arm.material.make_finalize as make_finalize import arm.material.make_attrib as make_attrib import arm.utils is_displacement = False write_material_attribs = None write_material_attribs_post = None write_vertex_attribs = None def make(context_id, rpasses): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() rid = rpdat.rp_renderer con = { 'name': context_id, 'depth_write': True, 'compare_mode': 'less', 'cull_mode': 'clockwise' } # Blend context mat = mat_state.material blend = mat.arm_blending particle = mat_state.material.arm_particle_flag dprepass = rid == 'Forward' and rpdat.rp_depthprepass if blend: con['name'] = 'blend' con['blend_source'] = mat.arm_blending_source con['blend_destination'] = mat.arm_blending_destination con['blend_operation'] = mat.arm_blending_operation con['alpha_blend_source'] = mat.arm_blending_source_alpha con['alpha_blend_destination'] = mat.arm_blending_destination_alpha con['alpha_blend_operation'] = mat.arm_blending_operation_alpha con['depth_write'] = False con['compare_mode'] = 'less' elif particle: pass elif dprepass: # Depth prepass was performed con['depth_write'] = False con['compare_mode'] = 'equal' attachment_format = 'RGBA32' if '_LDR' in wrd.world_defs else 'RGBA64' con['color_attachments'] = [attachment_format, attachment_format] if '_gbuffer2' in wrd.world_defs: con['color_attachments'].append(attachment_format) con_mesh = mat_state.data.add_context(con) mat_state.con_mesh = con_mesh if rid == 'Forward' or blend: if rpdat.arm_material_model == 'Mobile': make_forward_mobile(con_mesh) elif rpdat.arm_material_model == 'Solid': make_forward_solid(con_mesh) else: make_forward(con_mesh) elif rid == 'Deferred': make_deferred(con_mesh, rpasses) elif rid == 'Raytracer': make_raytracer(con_mesh) make_finalize.make(con_mesh) assets.vs_equal(con_mesh, assets.shader_cons['mesh_vert']) return con_mesh def make_base(con_mesh, parse_opacity): global is_displacement global write_material_attribs global write_material_attribs_post global write_vertex_attribs wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') vattr_written = False rpdat = arm.utils.get_rp() is_displacement = mat_utils.disp_linked(mat_state.output_node) if is_displacement: if rpdat.arm_rp_displacement == 'Vertex': frag.ins = vert.outs else: # Tessellation tesc = con_mesh.make_tesc() tese = con_mesh.make_tese() tesc.ins = vert.outs tese.ins = tesc.outs frag.ins = tese.outs make_tess.tesc_levels(tesc, rpdat.arm_tess_mesh_inner, rpdat.arm_tess_mesh_outer) make_tess.interpolate(tese, 'wposition', 3, declare_out=True) make_tess.interpolate(tese, 'wnormal', 3, declare_out=True, normalize=True) # No displacement else: frag.ins = vert.outs if write_vertex_attribs != None: vattr_written = write_vertex_attribs(vert) frag.add_include('compiled.inc') written = False if write_material_attribs != None: written = write_material_attribs(con_mesh, frag) if written == False: frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') if '_Emission' in wrd.world_defs: frag.write('float emission;') if parse_opacity: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity) if write_material_attribs_post != None: write_material_attribs_post(con_mesh, frag) if not is_displacement and not vattr_written: make_attrib.write_vertpos(vert) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On': make_particle.write_tilesheet(vert) else: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write_attrib('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write_attrib('texCoord = tex * texUnpack;') if tese != None: tese.write_pre = True make_tess.interpolate(tese, 'texCoord', 2, declare_out=frag.contains('texCoord')) tese.write_pre = False if con_mesh.is_elem('tex1'): vert.add_out('vec2 texCoord1') vert.add_uniform('float texUnpack', link='_texUnpack') vert.write_attrib('texCoord1 = tex1 * texUnpack;') if tese != None: tese.write_pre = True make_tess.interpolate(tese, 'texCoord1', 2, declare_out=frag.contains('texCoord1')) tese.write_pre = False if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write_attrib('vcolor = col.rgb;') if tese != None: tese.write_pre = True make_tess.interpolate(tese, 'vcolor', 3, declare_out=frag.contains('vcolor')) tese.write_pre = False if con_mesh.is_elem('tang'): if tese != None: vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) tese.add_out('mat3 TBN') tese.write('vec3 wbitangent = normalize(cross(wnormal, wtangent));') tese.write('TBN = mat3(wtangent, wbitangent, wnormal);') else: vert.add_out('mat3 TBN') make_attrib.write_norpos(con_mesh, vert, declare=True) vert.write('vec3 tangent = normalize(N * tang.xyz);') vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write('TBN = mat3(tangent, bitangent, wnormal);') else: vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') if is_displacement: if rpdat.arm_rp_displacement == 'Vertex': sh = vert else: sh = tese sh.add_uniform('mat4 VP', '_viewProjectionMatrix') sh.write('wposition += wnormal * disp;') sh.write('gl_Position = VP * vec4(wposition, 1.0);') def make_deferred(con_mesh, rpasses): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() arm_discard = mat_state.material.arm_discard parse_opacity = arm_discard or 'translucent' in rpasses make_base(con_mesh, parse_opacity=parse_opacity) frag = con_mesh.frag vert = con_mesh.vert tese = con_mesh.tese if parse_opacity: if arm_discard: opac = mat_state.material.arm_discard_opacity else: opac = '0.9999' # 1.0 - eps frag.write('if (opacity < {0}) discard;'.format(opac)) gapi = arm.utils.get_gapi() if '_gbuffer2' in wrd.world_defs: frag.add_out('vec4 fragColor[3]') if '_Veloc' in wrd.world_defs: if tese == None: vert.add_uniform('mat4 prevWVP', link='_prevWorldViewProjectionMatrix') vert.add_out('vec4 wvpposition') vert.add_out('vec4 prevwvpposition') vert.write('wvpposition = gl_Position;') if is_displacement: vert.add_uniform('mat4 invW', link='_inverseWorldMatrix') vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));') else: vert.write('prevwvpposition = prevWVP * spos;') else: tese.add_out('vec4 wvpposition') tese.add_out('vec4 prevwvpposition') tese.write('wvpposition = gl_Position;') if is_displacement: tese.add_uniform('mat4 invW', link='_inverseWorldMatrix') tese.add_uniform('mat4 prevWVP', '_prevWorldViewProjectionMatrix') tese.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));') else: vert.add_uniform('mat4 prevW', link='_prevWorldMatrix') vert.add_out('vec3 prevwposition') vert.write('prevwposition = vec4(prevW * spos).xyz;') tese.add_uniform('mat4 prevVP', '_prevViewProjectionMatrix') make_tess.interpolate(tese, 'prevwposition', 3) tese.write('prevwvpposition = prevVP * vec4(prevwposition, 1.0);') else: frag.add_out('vec4 fragColor[2]') # Pack gbuffer frag.add_include('std/gbuffer.glsl') if mat_state.material.arm_two_sided: frag.write('if (!gl_FrontFacing) n *= -1;') # Flip normal when drawing back-face frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') if '_Emission' in wrd.world_defs or '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.write('uint matid = 0;') if '_Emission' in wrd.world_defs: frag.write('if (emission > 0) { basecol *= emission; matid = 1; }') if '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs: frag.add_uniform('int materialID') frag.write('if (materialID == 2) matid = 2;') else: frag.write('const uint matid = 0;') frag.write('fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid));') frag.write('fragColor[1] = vec4(basecol, packFloat2(occlusion, specular));') if '_gbuffer2' in wrd.world_defs: if '_Veloc' in wrd.world_defs: frag.write('vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;') frag.write('vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;') frag.write('fragColor[2].rg = vec2(posa - posb);') return con_mesh def make_raytracer(con_mesh): con_mesh.data['vertex_elements'] = [{'name': 'pos', 'data': 'float3'}, {'name': 'nor', 'data': 'float3'}, {'name': 'tex', 'data': 'float2'}] wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() vert.add_out('vec3 n') vert.add_out('vec2 uv') vert.write('n = nor;') vert.write('uv = tex;') vert.write('gl_Position = vec4(pos.xyz, 1.0);') def make_forward_mobile(con_mesh): wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None vert.add_uniform('mat3 N', '_normalMatrix') vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') frag.ins = vert.outs make_attrib.write_vertpos(vert) frag.add_include('compiled.inc') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') if '_Emission' in wrd.world_defs: frag.write('float emission;') arm_discard = mat_state.material.arm_discard blend = mat_state.material.arm_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or arm_discard if parse_opacity: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False) if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write('texCoord = tex * texUnpack;') if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') if con_mesh.is_elem('tang'): vert.add_out('mat3 TBN') make_attrib.write_norpos(con_mesh, vert, declare=True) vert.write('vec3 tangent = normalize(N * tang.xyz);') vert.write('vec3 bitangent = normalize(cross(wnormal, tangent));') vert.write('TBN = mat3(tangent, bitangent, wnormal);') else: vert.add_out('vec3 wnormal') make_attrib.write_norpos(con_mesh, vert) frag.write_attrib('vec3 n = normalize(wnormal);') frag.add_include('std/math.glsl') frag.add_include('std/brdf.glsl') frag.add_out('vec4 fragColor') blend = mat_state.material.arm_blending if blend: if parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') return is_shadows = '_ShadowMap' in wrd.world_defs frag.write('vec3 direct = vec3(0.0);') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('float sdotNL = max(dot(n, sunDir), 0.0);') if is_shadows: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPosition = LWVP * spos;') frag.add_uniform('sampler2DShadow shadowMap') frag.add_uniform('float shadowsBias', '_sunShadowsBias') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write('svisibility = shadowTestCascade(shadowMap, eye, wposition + n * shadowsBias * 10, shadowsBias);') else: frag.write('if (lightPosition.w > 0.0) {') frag.write(' vec3 lPos = lightPosition.xyz / lightPosition.w;') if '_Legacy' in wrd.world_defs: frag.write(' svisibility = float(texture(shadowMap, vec2(lPos.xy)).r > lPos.z - shadowsBias);') else: frag.write(' svisibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;') frag.write('}') frag.write('direct += basecol * sdotNL * sunCol * svisibility;') if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', '_pointPosition') frag.add_uniform('vec3 pointCol', '_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec2 spotData', link='_spotData') frag.write('float visibility = 1.0;') frag.write('vec3 ld = pointPos - wposition;') frag.write('vec3 l = normalize(ld);') frag.write('float dotNL = max(dot(n, l), 0.0);') if is_shadows: frag.add_uniform('float pointBias', link='_pointShadowsBias') frag.add_include('std/shadows.glsl') if '_Spot' in wrd.world_defs: vert.add_out('vec4 spotPosition') vert.add_uniform('mat4 LWVPSpot0', link='_biasLightWorldViewProjectionMatrixSpot0') vert.write('spotPosition = LWVPSpot0 * spos;') frag.add_uniform('sampler2DShadow shadowMapSpot[1]') frag.write('if (spotPosition.w > 0.0) {') frag.write(' vec3 lPos = spotPosition.xyz / spotPosition.w;') if '_Legacy' in wrd.world_defs: frag.write(' visibility = float(texture(shadowMapSpot[0], vec2(lPos.xy)).r > lPos.z - pointBias);') else: frag.write(' visibility = texture(shadowMapSpot[0], vec3(lPos.xy, lPos.z - pointBias)).r;') frag.write('}') else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj') frag.add_uniform('samplerCubeShadow shadowMapPoint[1]') frag.write('const float s = shadowmapCubePcfSize;') # TODO: incorrect... frag.write('float compare = lpToDepth(ld, lightProj) - pointBias * 1.5;') frag.write('#ifdef HLSL') frag.write('l.y = -l.y;') frag.write('#endif') if '_Legacy' in wrd.world_defs: frag.write('visibility = float(texture(shadowMapPoint[0], vec3(-l + n * pointBias * 20)).r > compare);') else: frag.write('visibility = texture(shadowMapPoint[0], vec4(-l + n * pointBias * 20, compare)).r;') frag.write('direct += basecol * dotNL * pointCol * attenuate(distance(wposition, pointPos)) * visibility;') if '_Clusters' in wrd.world_defs: frag.add_include('std/light_mobile.glsl') frag.write('vec3 albedo = basecol;') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') make_cluster.write(vert, frag) if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True) env_str = 'shIrradiance(n)' else: env_str = '0.5' frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('fragColor = vec4(direct + basecol * {0} * envmapStrength, 1.0);'.format(env_str)) if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') def make_forward_solid(con_mesh): wrd = bpy.data.worlds['Arm'] vert = con_mesh.make_vert() frag = con_mesh.make_frag() geom = None tesc = None tese = None for e in con_mesh.data['vertex_elements']: if e['name'] == 'nor': con_mesh.data['vertex_elements'].remove(e) break vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);') frag.ins = vert.outs make_attrib.write_vertpos(vert) frag.add_include('compiled.inc') frag.write('vec3 basecol;') frag.write('float roughness;') frag.write('float metallic;') frag.write('float occlusion;') frag.write('float specular;') if '_Emission' in wrd.world_defs: frag.write('float emission;') arm_discard = mat_state.material.arm_discard blend = mat_state.material.arm_blending is_transluc = mat_utils.is_transluc(mat_state.material) parse_opacity = (blend and is_transluc) or arm_discard if parse_opacity: frag.write('float opacity;') cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity, parse_displacement=False, basecol_only=True) if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) if con_mesh.is_elem('tex'): vert.add_out('vec2 texCoord') vert.add_uniform('float texUnpack', link='_texUnpack') if mat_state.material.arm_tilesheet_flag: vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset') vert.write('texCoord = tex * texUnpack + tilesheetOffset;') else: vert.write('texCoord = tex * texUnpack;') if con_mesh.is_elem('col'): vert.add_out('vec3 vcolor') vert.write('vcolor = col.rgb;') make_attrib.write_norpos(con_mesh, vert, write_nor=False) frag.add_out('vec4 fragColor') if blend and parse_opacity: frag.write('fragColor = vec4(basecol, opacity);') else: frag.write('fragColor = vec4(basecol, 1.0);') if '_LDR' in wrd.world_defs: frag.write('fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));') def make_forward(con_mesh): wrd = bpy.data.worlds['Arm'] rpdat = arm.utils.get_rp() blend = mat_state.material.arm_blending parse_opacity = blend or mat_utils.is_transluc(mat_state.material) make_forward_base(con_mesh, parse_opacity=parse_opacity) frag = con_mesh.frag if '_LTC' in wrd.world_defs: frag.add_uniform('vec3 lightArea0', '_lightArea0', included=True) frag.add_uniform('vec3 lightArea1', '_lightArea1', included=True) frag.add_uniform('vec3 lightArea2', '_lightArea2', included=True) frag.add_uniform('vec3 lightArea3', '_lightArea3', included=True) frag.add_uniform('sampler2D sltcMat', '_ltcMat', included=True) frag.add_uniform('sampler2D sltcMag', '_ltcMag', included=True) if '_ShadowMap' in wrd.world_defs: if '_SinglePoint' in wrd.world_defs: frag.add_uniform('mat4 LWVPSpot0', link='_biasLightViewProjectionMatrixSpot0', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True) if '_Clusters' in wrd.world_defs: frag.add_uniform('mat4 LWVPSpot0', link='_biasLightWorldViewProjectionMatrixSpot0', included=True) frag.add_uniform('mat4 LWVPSpot1', link='_biasLightWorldViewProjectionMatrixSpot1', included=True) frag.add_uniform('mat4 LWVPSpot2', link='_biasLightWorldViewProjectionMatrixSpot2', included=True) frag.add_uniform('mat4 LWVPSpot3', link='_biasLightWorldViewProjectionMatrixSpot3', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True) if not blend: mrt = rpdat.rp_ssr if mrt: # Store light gbuffer for post-processing frag.add_out('vec4 fragColor[2]') frag.add_include('std/gbuffer.glsl') frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));') frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);') frag.write('fragColor[0] = vec4(direct + indirect, packFloat2(occlusion, specular));') frag.write('fragColor[1] = vec4(n.xy, roughness, metallic);') else: frag.add_out('vec4 fragColor[1]') frag.write('fragColor[0] = vec4(direct + indirect, 1.0);') if '_LDR' in wrd.world_defs: frag.add_include('std/tonemap.glsl') frag.write('fragColor[0].rgb = tonemapFilmic(fragColor[0].rgb);') # Particle opacity if mat_state.material.arm_particle_flag and arm.utils.get_rp().arm_particles == 'On' and mat_state.material.arm_particle_fade: frag.write('fragColor[0].rgb *= p_fade;') def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): global is_displacement wrd = bpy.data.worlds['Arm'] arm_discard = mat_state.material.arm_discard make_base(con_mesh, parse_opacity=(parse_opacity or arm_discard)) vert = con_mesh.vert frag = con_mesh.frag tese = con_mesh.tese if parse_opacity or arm_discard: if arm_discard: opac = mat_state.material.arm_discard_opacity frag.write('if (opacity < {0}) discard;'.format(opac)) elif transluc_pass: frag.write('if (opacity == 1.0) discard;') else: opac = '0.9999' # 1.0 - eps frag.write('if (opacity < {0}) discard;'.format(opac)) blend = mat_state.material.arm_blending if blend: frag.add_out('vec4 fragColor[1]') if parse_opacity: frag.write('fragColor[0] = vec4(basecol, opacity);') else: # frag.write('fragColor[0] = vec4(basecol * lightCol * visibility, 1.0);') frag.write('fragColor[0] = vec4(basecol, 1.0);') # TODO: Fade out fragments near depth buffer here return frag.write_init(""" vec3 vVec = normalize(eyeDir); float dotNV = max(dot(n, vVec), 0.0); """) sh = tese if tese != None else vert sh.add_out('vec3 eyeDir') sh.add_uniform('vec3 eye', '_cameraPosition') sh.write('eyeDir = eye - wposition;') frag.add_include('std/light.glsl') is_shadows = '_ShadowMap' in wrd.world_defs frag.write('vec3 albedo = surfaceAlbedo(basecol, metallic);') frag.write('vec3 f0 = surfaceF0(basecol, metallic);') if '_Brdf' in wrd.world_defs: frag.add_uniform('sampler2D senvmapBrdf', link='$brdf.png') frag.write('vec2 envBRDF = texture(senvmapBrdf, vec2(roughness, 1.0 - dotNV)).xy;') if '_Irr' in wrd.world_defs: frag.add_include('std/shirr.glsl') frag.add_uniform('vec4 shirr[7]', link='_envmapIrradiance', included=True) frag.write('vec3 indirect = shIrradiance(n);') if '_EnvTex' in wrd.world_defs: frag.write('indirect /= PI;') frag.write('indirect *= albedo;') if '_Rad' in wrd.world_defs: frag.add_uniform('sampler2D senvmapRadiance', link='_envmapRadiance') frag.add_uniform('int envmapNumMipmaps', link='_envmapNumMipmaps') frag.write('vec3 reflectionWorld = reflect(-vVec, n);') frag.write('float lod = getMipFromRoughness(roughness, envmapNumMipmaps);') frag.write('vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;') if '_EnvLDR' in wrd.world_defs: frag.write('prefilteredColor = pow(prefilteredColor, vec3(2.2));') frag.write('indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;') elif '_EnvCol' in wrd.world_defs: frag.add_uniform('vec3 backgroundCol', link='_backgroundCol') frag.write('indirect += backgroundCol * f0;') else: frag.write('vec3 indirect = albedo;') frag.write('indirect *= occlusion;') frag.add_uniform('float envmapStrength', link='_envmapStrength') frag.write('indirect *= envmapStrength;') if '_VoxelAOvar' in wrd.world_defs: frag.add_include('std/conetrace.glsl') frag.add_uniform('sampler3D voxels') if '_VoxelGICam' in wrd.world_defs: frag.add_uniform('vec3 eyeSnap', link='_cameraPositionSnap') frag.write('vec3 voxpos = (wposition - eyeSnap) / voxelgiHalfExtents;') else: frag.write('vec3 voxpos = wposition / voxelgiHalfExtents;') frag.write('indirect *= vec3(1.0 - traceAO(voxpos, n, voxels));') frag.write('vec3 direct = vec3(0.0);') frag.add_uniform('bool receiveShadow') if '_Sun' in wrd.world_defs: frag.add_uniform('vec3 sunCol', '_sunColor') frag.add_uniform('vec3 sunDir', '_sunDirection') frag.write('float svisibility = 1.0;') frag.write('vec3 sh = normalize(vVec + sunDir);') frag.write('float sdotNL = dot(n, sunDir);') frag.write('float sdotNH = dot(n, sh);') frag.write('float sdotVH = dot(vVec, sh);') if is_shadows: frag.add_uniform('sampler2DShadow shadowMap') frag.add_uniform('float shadowsBias', '_sunShadowsBias') frag.write('if (receiveShadow) {') if '_CSM' in wrd.world_defs: frag.add_include('std/shadows.glsl') frag.add_uniform('vec4 casData[shadowmapCascades * 4 + 4]', '_cascadeData', included=True) frag.add_uniform('vec3 eye', '_cameraPosition') frag.write('svisibility = shadowTestCascade(shadowMap, eye, wposition + n * shadowsBias * 10, shadowsBias);') else: if tese != None: tese.add_out('vec4 lightPosition') tese.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') tese.write('lightPosition = LVP * vec4(wposition, 1.0);') else: if is_displacement: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LVP', '_biasLightViewProjectionMatrix') vert.write('lightPosition = LVP * vec4(wposition, 1.0);') else: vert.add_out('vec4 lightPosition') vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrix') vert.write('lightPosition = LWVP * spos;') frag.write('vec3 lPos = lightPosition.xyz / lightPosition.w;') frag.write('const vec2 smSize = shadowmapSize;') frag.write('svisibility = PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);') frag.write('}') # receiveShadow if '_VoxelShadow' in wrd.world_defs and '_VoxelAOvar' in wrd.world_defs: frag.write('svisibility *= 1.0 - traceShadow(voxels, voxpos, sunDir);') frag.write('direct += (lambertDiffuseBRDF(albedo, sdotNL) + specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * specular) * sunCol * svisibility;') # sun if '_SinglePoint' in wrd.world_defs: frag.add_uniform('vec3 pointPos', link='_pointPosition') frag.add_uniform('vec3 pointCol', link='_pointColor') if '_Spot' in wrd.world_defs: frag.add_uniform('vec3 spotDir', link='_spotDirection') frag.add_uniform('vec2 spotData', link='_spotData') if is_shadows: frag.add_uniform('float pointBias', link='_pointShadowsBias') if '_Spot' in wrd.world_defs: # Skip world matrix, already in world-space frag.add_uniform('mat4 LWVPSpot0', link='_biasLightViewProjectionMatrixSpot0', included=True) frag.add_uniform('sampler2DShadow shadowMapSpot[1]', included=True) else: frag.add_uniform('vec2 lightProj', link='_lightPlaneProj', included=True) frag.add_uniform('samplerCubeShadow shadowMapPoint[1]', included=True) frag.write('direct += sampleLight(') frag.write(' wposition, n, vVec, dotNV, pointPos, pointCol, albedo, roughness, specular, f0') if is_shadows: frag.write(' , 0, pointBias') if '_Spot' in wrd.world_defs: frag.write(' , true, spotData.x, spotData.y, spotDir') if '_VoxelShadow' in wrd.world_defs and '_VoxelAOvar' in wrd.world_defs: frag.write(' , voxels, voxpos') frag.write(');') if '_Clusters' in wrd.world_defs: make_cluster.write(vert, frag) if '_Emission' in wrd.world_defs: frag.write('if (emission > 0.0) {') frag.write(' direct = vec3(0.0);') frag.write(' indirect += basecol * emission;') frag.write('}')