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Merge pull request #3001 from e2002e/fix_forward_clusters
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Fix forward clusters
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luboslenco committed Feb 15, 2024
2 parents 4772393 + 95de89e commit 3f54ff9
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Showing 3 changed files with 7 additions and 5 deletions.
2 changes: 1 addition & 1 deletion Shaders/std/light.glsl
Expand Up @@ -53,7 +53,7 @@
uniform sampler2DShadow shadowMapAtlasSpot;
#endif
#else
uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
uniform sampler2DShadow shadowMapSpot[4];
#endif
uniform mat4 LWVPSpotArray[maxLightsCluster];
#endif
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7 changes: 3 additions & 4 deletions blender/arm/material/make_cluster.py
Expand Up @@ -57,8 +57,7 @@ def write(vert: shader.Shader, frag: shader.Shader):
frag.add_uniform('sampler2DShadow shadowMapAtlas', top=True)
else:
frag.add_uniform('sampler2DShadow shadowMapSpot[4]', included=True)
# FIXME: type is actually mat4, but otherwise it will not be set as floats when writing the shaders' json files
frag.add_uniform('vec4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)
frag.add_uniform('mat4 LWVPSpotArray[maxLightsCluster]', link='_biasLightWorldViewProjectionMatrixSpotArray', included=True)

frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {')
frag.write('int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);')
Expand All @@ -79,8 +78,8 @@ def write(vert: shader.Shader, frag: shader.Shader):
if '_Spot' in wrd.world_defs:
frag.write('\t, lightsArray[li * 3 + 2].y != 0.0')
frag.write('\t, lightsArray[li * 3 + 2].y') # spot size (cutoff)
frag.write('\t, lightsArraySpot[li].w') # spot blend (exponent)
frag.write('\t, lightsArraySpot[li].xyz') # spotDir
frag.write('\t, lightsArraySpot[li * 2].w') # spot blend (exponent)
frag.write('\t, lightsArraySpot[li * 2].xyz') # spotDir
frag.write('\t, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w)') # scale
frag.write('\t, lightsArraySpot[li * 2 + 1].xyz') # right
if '_VoxelShadow' in wrd.world_defs and '_VoxelAOvar' in wrd.world_defs:
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3 changes: 3 additions & 0 deletions blender/arm/material/shader.py
Expand Up @@ -284,6 +284,9 @@ def add_uniform(self, s, link=None, included=False, top=False,
elif ar[0] == 'vec4' and '[' in ar[1]:
ar[0] = 'floats'
ar[1] = ar[1].split('[', 1)[0]
elif ar[0] == 'mat4' and '[' in ar[1]:
ar[0] = 'floats'
ar[1] = ar[1].split('[', 1)[0]
self.context.add_constant(ar[0], ar[1], link=link, default_value=default_value, is_arm_mat_param=is_arm_mat_param)
if top:
if not included and s not in self.uniforms_top:
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