Public feed
#601059
GLSL Material created.GLSL DefMaterial created.Compiled with Python version 2.5.'import site' failed; use -v for tracebackChecking for installed Python... No installed Python found.Only built-in modules are available. Some scripts may not run.Continuing happily.GLSL SupportedGLSL MaterialTree removed.GLSL Light created.GLSL Material created.GLSL DefMaterial created.GLSL Material created.GLSL Program created.GLSL Shader code writing...Memoryblock GLSL Node Code: end corruptCode:struct light{vec3 loc;vec3 vec;vec3 color;float dist;float energy;float att1;float att2;float att3;float att4;float gamma;float area_x;float area_y;int sphere;int square;int area_type;int layer;mat4 mat;};varying vec3 vert_color;varying vec3 normal, pos;varying vec4 realcolor;uniform vec3 eye;uniform vec3 amb_color;uniform float amb_exp, amb_range;uniform vec3 u_mat_0_diff_color;uniform vec3 u_mat_0_spec_color;uniform vec3 u_mat_0_normal;uniform float u_mat_0_alpha;uniform float u_mat_0_diff1;uniform float u_mat_0_diff2;uniform float u_mat_0_diff3;uniform float u_mat_0_spec1;uniform float u_mat_0_spec2;uniform float u_mat_0_spec3;uniform float u_mat_0_amb_fac;uniform float u_mat_0_emit;uniform int u_mat_0_hard;uniform light lights[2];vec3 lambertdef(light l, vec3 vnormal, vec3 diff_color, float ref, float unused1, float unused2){vec3 lightVec = normalize(l.loc - pos);return(max(dot(lightVec, vnormal) * ref * vec3(l.color + vert_color) * diff_color, 0.0));}vec3 lambertsun(light l, vec3 vnormal, vec3 diff_color, float ref, float unused1, float unused2){vec3 lightVec = normalize(l.vec);return(max(dot(lightVec, vnormal) * ref * vec3(l.color + vert_color) * diff_color, 0.0));}vec3 lamberthemi(light l, vec3 vnormal, vec3 diff_color, float ref){vec3 lightVec = normalize(l.vec);return((0.5 * dot(lightVec, vnormal) + 0.5) * ref * vec3(l.color + vert_color) * diff_color);}vec3 cooktorrdef(light l, vec3 vnormal, vec3 spec_color, float spec, float hard, float unused){vec3 view = normalize(eye - pos);vec3 h = normalize((eye - pos) + (l.loc - pos));float nh = max(dot(vnormal, h), 0.0);float nv = max(dot(vnormal, view), 0.0);return((spec * pow(nh, hard) * spec_color / (0.1 + nv)) * vec3(l.color +vert_color));}vec3 cooktorrsun(light l, vec3 vnormal, vec3 spec_color, float spec, float hard,float unused){vec3 view = normalize(eye - pos);vec3 h = normalize((eye - pos) + l.vec);float nh = max(dot(vnormal, h), 0.0);float nv = max(dot(vnormal, view), 0.0);return(spec * pow(nh, hard) * vec3(l.color + vert_color) * spec_color /(0.1 + nv));}vec3 cooktorrhemi(light l, vec3 vnormal, vec3 spec_color, float spec, float hard){vec3 view = normalize(eye - pos);vec3 h = normalize((eye - pos) + l.vec);float nh = 0.5 * (max(dot(vnormal, h), 0.0)) + 0.5;return(spec * nh * pow(nh, hard) * vec3(l.color + vert_color) * spec_color);}float visibility_lamp(light l){float visifac = 1.0;vec3 lv = (pos - l.loc);float dist = sqrt(dot(lv, lv));visifac = l.dist / (l.dist + (l.att1 * dist));visifac *= (l.dist * l.dist) / ( l.dist * l.dist + (l.att2 * dist * dist));visifac = max(visifac * l.att3, l.dist / (l.dist + dist) * l.att4);float m = max(l.dist - dist, 0.0);return(visifac * max(m / l.dist, l.sphere));}#define MATERIAL_ID 0#define MATERIAL_FUNC material_ ## 0vec3 MATERIAL_FUNC(inout vec3 diff_color, inout vec3 spec_color, inout vec3 normal, inout float alpha, float diff1, float diff2, float diff3, float spec1, floatspec2, float spec3, float amb_fac, float emit, int hard){vec3 diff_rslt = vec3(0.0, 0.0, 0.0);vec3 spec_rslt = vec3(0.0, 0.0, 0.0);vec3 amb_rslt = amb_color * amb_fac;float vis = 0.0;#define LIGHT_CALCULATIONS 1#define LIGHT_ID 0#define VISIBILITY visibility_ ## lamp#define CALC_DIFFUSE 1#define DIFF_SHADER_ID lambert ## def#define CALC_SPECULAR 1#define SPEC_SHADER_ID cooktorr ## def#ifdef LIGHT_IDvis = VISIBILITY(lights[LIGHT_ID]);#endif#ifdef CALC_DIFFUSE#ifdef LIGHT_ID#ifdef HEMIdiff_rslt+= amb_exp * (1.0 - exp(DIFF_SHADER_ID(lights[LIGHT_ID], normal, diff_color, diff1) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis * amb_range));#elsediff_rslt+= DIFF_SHADER_ID(lights[LIGHT_ID], normal, diff_color, diff1, diff2, diff3) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;#endif#endif#endif#ifdef CALC_SPECULAR#ifdef LIGHT_ID#ifdef HEMIspec_rslt+= SPEC_SHADER_ID(lights[LIGHT_ID], normal, spec_color, spec1, hard) *lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;#elsespec_rslt+= SPEC_SHADER_ID(lights[LIGHT_ID], normal, spec_color, spec1, spec2, spec3) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;#endif#endif#endif#undef VISIBILITY#undef LIGHT_ID#undef CALC_DIFFUSE#undef CALC_SPECULAR#undef DIFF_SHADER_ID#undef SPEC_SHADER_ID#undef HEMI#ifdef LIGHT_CALCULATIONSreturn(amb_exp * (1.0 - exp(diff_rslt * amb_range)) + spec_rslt + amb_rslt);#elsereturn(vec3(0.0, 0.0, 0.0));#endif}#undef MATERIAL_ID#undef MATERIAL_FUNCvoid main(void){ vec3 norm = normalize(normal); vec3 diff_color = realcolor.xyz; vec3 spec_color = u_mat_0_spec_color; float alpha = realcolor.a; float diff1 =u_mat_0_diff1; float diff2 = u_mat_0_diff2; float diff3 = u_mat_0_diff3; floatspec1 = u_mat_0_spec1; float spec2 = u_mat_0_spec2; float spec3 = u_mat_0_spec3;float amb_fac = u_mat_0_amb_fac; float emit = u_mat_0_emit; int hard = u_mat_0_hard; vec3 result = material_0(diff_color, spec_color, norm, alpha, diff1, diff2, diff3, spec1, spec2, spec3, amb_fac, emit, hard); gl_FragColor = vec4(result,alpha);}END OF CODE╚n▄♀på▄♀DATA°GLSL Shader Compile ErrorMemoryblock GLSL Node Code: end corruptGLSL Material removed.GLSL MaterialTree removed.GLSL Light removed.GLSL MaterialTree removed.GLSL deactivated.GLSL MaterialTree created.