215 lines
7 KiB
Haxe
215 lines
7 KiB
Haxe
package armory.object;
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import iron.Scene;
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import iron.object.Object;
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import iron.data.MaterialData;
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import iron.math.Vec4;
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using StringTools;
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// Structure for setting shader uniforms
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class Uniforms {
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public static function register() {
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iron.object.Uniforms.externalTextureLinks = [textureLink];
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iron.object.Uniforms.externalVec2Links = [vec2Link];
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iron.object.Uniforms.externalVec3Links = [vec3Link];
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iron.object.Uniforms.externalVec4Links = [];
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iron.object.Uniforms.externalFloatLinks = [floatLink];
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iron.object.Uniforms.externalIntLinks = [];
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}
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public static function textureLink(object: Object, mat: MaterialData, link: String): Null<kha.Image> {
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switch (link) {
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case "_nishitaLUT": {
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if (armory.renderpath.Nishita.data == null) armory.renderpath.Nishita.recompute(Scene.active.world);
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return armory.renderpath.Nishita.data.lut;
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}
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#if arm_ltc
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case "_ltcMat": {
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if (armory.data.ConstData.ltcMatTex == null) armory.data.ConstData.initLTC();
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return armory.data.ConstData.ltcMatTex;
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}
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case "_ltcMag": {
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if (armory.data.ConstData.ltcMagTex == null) armory.data.ConstData.initLTC();
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return armory.data.ConstData.ltcMagTex;
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}
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#end
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}
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var target = iron.RenderPath.active.renderTargets.get(link.endsWith("_depth") ? link.substr(0, link.length - 6) : link);
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return target != null ? target.image : null;
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}
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public static function vec3Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
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var v: Vec4 = null;
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switch (link) {
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#if arm_hosek
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case "_hosekA": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.A.x;
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v.y = armory.renderpath.HosekWilkie.data.A.y;
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v.z = armory.renderpath.HosekWilkie.data.A.z;
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}
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}
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case "_hosekB": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.B.x;
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v.y = armory.renderpath.HosekWilkie.data.B.y;
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v.z = armory.renderpath.HosekWilkie.data.B.z;
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}
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}
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case "_hosekC": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.C.x;
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v.y = armory.renderpath.HosekWilkie.data.C.y;
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v.z = armory.renderpath.HosekWilkie.data.C.z;
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}
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}
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case "_hosekD": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.D.x;
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v.y = armory.renderpath.HosekWilkie.data.D.y;
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v.z = armory.renderpath.HosekWilkie.data.D.z;
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}
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}
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case "_hosekE": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.E.x;
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v.y = armory.renderpath.HosekWilkie.data.E.y;
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v.z = armory.renderpath.HosekWilkie.data.E.z;
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}
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}
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case "_hosekF": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.F.x;
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v.y = armory.renderpath.HosekWilkie.data.F.y;
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v.z = armory.renderpath.HosekWilkie.data.F.z;
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}
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}
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case "_hosekG": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.G.x;
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v.y = armory.renderpath.HosekWilkie.data.G.y;
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v.z = armory.renderpath.HosekWilkie.data.G.z;
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}
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}
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case "_hosekH": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.H.x;
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v.y = armory.renderpath.HosekWilkie.data.H.y;
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v.z = armory.renderpath.HosekWilkie.data.H.z;
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}
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}
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case "_hosekI": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.I.x;
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v.y = armory.renderpath.HosekWilkie.data.I.y;
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v.z = armory.renderpath.HosekWilkie.data.I.z;
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}
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}
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case "_hosekZ": {
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if (armory.renderpath.HosekWilkie.data == null) {
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armory.renderpath.HosekWilkie.recompute(Scene.active.world);
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}
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if (armory.renderpath.HosekWilkie.data != null) {
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v = iron.object.Uniforms.helpVec;
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v.x = armory.renderpath.HosekWilkie.data.Z.x;
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v.y = armory.renderpath.HosekWilkie.data.Z.y;
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v.z = armory.renderpath.HosekWilkie.data.Z.z;
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}
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}
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#end
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#if rp_voxelao
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case "_cameraPositionSnap": {
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v = iron.object.Uniforms.helpVec;
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var camera = iron.Scene.active.camera;
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v.set(camera.transform.worldx(), camera.transform.worldy(), camera.transform.worldz());
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var l = camera.lookWorld();
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var e = Main.voxelgiHalfExtents;
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v.x += l.x * e * 0.9;
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v.y += l.y * e * 0.9;
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var f = Main.voxelgiVoxelSize * 8; // Snaps to 3 mip-maps range
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v.set(Math.floor(v.x / f) * f, Math.floor(v.y / f) * f, Math.floor(v.z / f) * f);
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}
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#end
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}
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return v;
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}
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public static function vec2Link(object: Object, mat: MaterialData, link: String): Null<iron.math.Vec4> {
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var v: Vec4 = null;
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switch (link) {
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case "_nishitaDensity": {
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var w = Scene.active.world;
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if (w != null) {
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v = iron.object.Uniforms.helpVec;
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// We only need Rayleigh and Mie density in the sky shader -> Vec2
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v.x = w.raw.nishita_density[0];
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v.y = w.raw.nishita_density[1];
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}
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}
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}
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return v;
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}
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public static function floatLink(object: Object, mat: MaterialData, link: String): Null<kha.FastFloat> {
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switch (link) {
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#if rp_dynres
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case "_dynamicScale": {
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return armory.renderpath.DynamicResolutionScale.dynamicScale;
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}
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#end
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#if arm_debug
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case "_debugFloat": {
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return armory.trait.internal.DebugConsole.debugFloat;
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}
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#end
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#if rp_voxelao
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case "_voxelBlend": { // Blend current and last voxels
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var freq = armory.renderpath.RenderPathCreator.voxelFreq;
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return (armory.renderpath.RenderPathCreator.voxelFrame % freq) / freq;
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}
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#end
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}
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return null;
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}
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}
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