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@@ -3,19 +3,22 @@ import arm.material.mat_utils
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import arm.write_data
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import arm.assets
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import arm.make_renderpath
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import arm.make_state
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def on_make_renderpath():
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arm.assets.add_shader_pass('max_luminance_pass')
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arm.assets.add_shader_pass('copy_mrt3_pass')
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arm.assets.add_shader_pass('copy_mrt4_pass')
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def register():
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if bpy.data.worlds['Arm'].arm_project_name == 'ArmorPaint':
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arm.material.mat_utils.add_mesh_contexts.append('voxel') # Defaults to make_ao
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arm.write_data.add_compiledglsl = """
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const ivec3 voxelgiResolution = ivec3(256, 256, 256);
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const vec3 voxelgiHalfExtents = vec3(2.0, 2.0, 2.0);
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"""
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if arm.make_state.target == 'krom':
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arm.material.mat_utils.add_mesh_contexts = ['voxel'] # Defaults to make_ao
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arm.write_data.add_compiledglsl = """
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const ivec3 voxelgiResolution = ivec3(256, 256, 256);
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const vec3 voxelgiHalfExtents = vec3(2.0, 2.0, 2.0);
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"""
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else:
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arm.material.mat_utils.add_mesh_contexts = []
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def register():
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arm.make_renderpath.callback = on_make_renderpath
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