import arm.material.mat_utils import arm.write_data import arm.assets import arm.make_renderpath def on_make_renderpath(): arm.assets.add_shader_pass('max_luminance_pass') def register(): arm.material.mat_utils.add_mesh_contexts.append('voxel') # Defaults to make_ao arm.write_data.add_compiledglsl = """ const ivec3 voxelgiResolution = ivec3(256, 256, 256); const vec3 voxelgiHalfExtents = vec3(2.0, 2.0, 2.0); """ arm.make_renderpath.callback = on_make_renderpath