Merge branch 'main' of https://github.com/armory3d/armortools
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@@ -48,10 +48,10 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_write_vert(kong, "var height: float = 0.0;");
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let num_layers: i32 = 1;
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let displace_3: string = displace_strength + ", " + displace_strength + ", " + displace_strength;
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node_shader_write_vert(kong, "\output.wposition += wnormal * float3(height, height, height) * float3(" + displace_3 + ");");
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node_shader_write_vert(kong, "output.wposition += wnormal * float3(height, height, height) * float3(" + displace_3 + ");");
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}
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node_shader_write_vert(kong, "output.pos = constants.VP * float4(\output.wposition.xyz, 1.0);");
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node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);");
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let brush_scale: f32 = context_raw.brush_scale;
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node_shader_add_constant(kong, "tex_scale: float", "_tex_unpack");
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node_shader_write_vert(kong, "output.tex_coord = input.tex * " + brush_scale + " * constants.tex_scale;");
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@@ -141,7 +141,7 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength
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node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);");
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node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);");
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node_shader_add_function(frag, str_envmap_equirect);
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node_shader_add_function(kong, str_envmap_equirect);
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node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;");
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// node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance");
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node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0");
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@@ -39,7 +39,7 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte
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node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix");
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let lid: i32 = project_layers[0].id;
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node_shader_add_texture(kong, "texpaint_vert", "_texpaint_vert" + lid, true);
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node_shader_add_texture(kong, "texpaint_vert", "_texpaint_vert" + lid);
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node_shader_add_constant(kong, "texpaint_vert_size: float2", "_size(texpaint_vert" + lid + ")");
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node_shader_write_vert(kong, "var meshpos: float3 = sample_lod(texpaint_vert, sampler_linear, uint2(vertex_id() % constants.texpaint_vert_size.x, vertex_id() / constants.texpaint_vert_size.y), 0).xyz;");
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// + input.pos.xyz * 0.000001
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@@ -153,7 +153,7 @@ function make_mesh_preview_run(data: material_t, matcon: material_context_t): no
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///end
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con_mesh.data.shader_from_source = true;
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gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader), ADDRESS(con_paint.data._.vertex_shader_size), ADDRESS(con_paint.data._.fragment_shader_size));
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gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_mesh.data.vertex_shader), ADDRESS(con_mesh.data.fragment_shader), ADDRESS(con_mesh.data._.vertex_shader_size), ADDRESS(con_mesh.data._.fragment_shader_size));
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return con_mesh;
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}
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