Update to 0.6
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+2
-1
@@ -2,7 +2,8 @@
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"rp_bloom": true,
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"rp_gi": false,
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"rp_motionblur": false,
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"rp_shadowmap": 2048,
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"rp_shadowmap_cube": 1024,
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"rp_shadowmap_cascade": 2048,
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"rp_ssgi": true,
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"rp_ssr": false,
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"rp_supersample": 1.0,
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+12
-11
@@ -437,7 +437,7 @@ class UINodes extends iron.Trait {
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alpha_blend_source: 'blend_one',
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alpha_blend_destination: eraser ? 'blend_zero' : 'blend_one',
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alpha_blend_operation: 'add',
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vertex_structure: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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vertex_elements: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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con_paint.data.color_writes_red = [true, true, true, true];
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con_paint.data.color_writes_green = [true, true, true, true];
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@@ -463,7 +463,7 @@ class UINodes extends iron.Trait {
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vert.write('gl_Position = vec4(tpos, 0.0, 1.0);');
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vert.write_attrib('vec4 ndc = WVP * vec4(pos, 1.0);');
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vert.write_attrib('vec4 ndc = WVP * vec4(pos.xyz, 1.0);');
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vert.write_attrib('ndc.xyz = ndc.xyz / ndc.w;');
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vert.write('sp.xyz = ndc.xyz * 0.5 + 0.5;');
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vert.write('sp.y = 1.0 - sp.y;');
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@@ -676,7 +676,7 @@ class UINodes extends iron.Trait {
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depth_write: true,
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compare_mode: 'less',
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cull_mode: 'clockwise',
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vertex_structure: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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vertex_elements: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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var vert = con_mesh.make_vert();
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var frag = con_mesh.make_frag();
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@@ -684,7 +684,7 @@ class UINodes extends iron.Trait {
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frag.ins = vert.outs;
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vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix');
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vert.add_out('vec2 texCoord');
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vert.write('gl_Position = WVP * vec4(pos, 1.0);');
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vert.write('gl_Position = WVP * vec4(pos.xyz, 1.0);');
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vert.write('texCoord = tex;');
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var sout = Cycles.parse(canvas, con_mesh, vert, frag, null, null, null, matcon);
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@@ -722,7 +722,7 @@ class UINodes extends iron.Trait {
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frag.write('n /= (abs(n.x) + abs(n.y) + abs(n.z));');
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frag.write('n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);');
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frag.write('fragColor[0] = vec4(n.xy, packFloat(metallic, roughness), 1.0 - gl_FragCoord.z);');
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frag.write('fragColor[0] = vec4(n.xy, packFloat(metallic, roughness), 1.0);');
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frag.write('fragColor[1] = vec4(basecol.rgb, packFloat2(occlusion, 1.0));'); // occ/spec
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frag.write('fragColor[2] = vec4(0.0);'); // veloc
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@@ -745,7 +745,7 @@ class UINodes extends iron.Trait {
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color_write_green: false,
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color_write_blue: false,
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color_write_alpha: false,
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vertex_structure: [{name: "pos", data: 'short4norm'}]
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vertex_elements: [{name: "pos", data: 'short4norm'}]
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});
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var vert = con_depth.make_vert();
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@@ -769,12 +769,12 @@ class UINodes extends iron.Trait {
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}
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else {
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vert.add_uniform('mat4 LWVP', '_lightWorldViewProjectionMatrix');
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vert.write('gl_Position = LWVP * vec4(pos, 1.0);');
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vert.write('gl_Position = LWVP * vec4(pos.xyz, 1.0);');
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}
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}
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else {
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vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix');
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vert.write('gl_Position = WVP * vec4(pos, 1.0);');
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vert.write('gl_Position = WVP * vec4(pos.xyz, 1.0);');
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}
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var parse_opacity = shadowmap; // arm_discard
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@@ -802,6 +802,7 @@ class UINodes extends iron.Trait {
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con_depth.data.shader_from_source = true;
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con_depth.data.vertex_shader = vert.get();
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con_depth.data.fragment_shader = frag.get();
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return con_depth;
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}
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@@ -812,7 +813,7 @@ class UINodes extends iron.Trait {
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depth_write: true,
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compare_mode: 'less',
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cull_mode: UITrait.inst.culling ? 'clockwise' : 'none',
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vertex_structure: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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vertex_elements: [{name: "pos", data: 'short4norm'},{name: "nor", data: 'short2norm'},{name: "tex", data: 'short2norm'}] });
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var vert = con_mesh.make_vert();
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var frag = con_mesh.make_frag();
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@@ -843,7 +844,7 @@ class UINodes extends iron.Trait {
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vert.write('prevwvpposition = prevWVP * (invW * vec4(wposition, 1.0));');
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}
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else {
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vert.write('prevwvpposition = prevWVP * vec4(pos, 1.0);');
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vert.write('prevwvpposition = prevWVP * vec4(pos.xyz, 1.0);');
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}
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frag.ins = vert.outs;
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@@ -855,7 +856,7 @@ class UINodes extends iron.Trait {
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if (arm.UITrait.inst.brushType == 4) { // Show color map
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frag.add_uniform('sampler2D texcolorid', '_texcolorid');
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frag.write('fragColor[0] = vec4(n.xy, packFloat(1.0, 1.0), 1.0 - gl_FragCoord.z);');
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frag.write('fragColor[0] = vec4(n.xy, packFloat(1.0, 1.0), 1.0);');
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frag.write('vec3 idcol = pow(texture(texcolorid, texCoord).rgb, vec3(2.2));');
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frag.write('fragColor[1] = vec4(idcol.rgb, packFloat2(1.0, 1.0));'); // occ/spec
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}
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@@ -133,7 +133,7 @@ class RenderPathDeferred {
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// Paint
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static var initVoxels = true;
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public static function drawShadowMap(l:iron.object.LightObject) {
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public static function drawShadowMap() {
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#if (rp_shadowmap)
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@:privateAccess Inc.pointIndex = 0;
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@:privateAccess Inc.spotIndex = 0;
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@@ -456,7 +456,8 @@ class RenderPathDeferred {
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// #end
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#if (rp_shadowmap)
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Inc.drawShadowMap();
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// Inc.drawShadowMap();
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drawShadowMap(); // Paint
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#end
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path.setDepthFrom("tex", "gbuffer1"); // Unbind depth so we can read it
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