Ver Fonte

Refactor

luboslenco há 1 ano atrás
pai
commit
ff0ed1d892

BIN
armorforge/Assets/Scene.arm


BIN
armorlab/Assets/Scene.arm


+ 13 - 13
armorlab/Sources/MakeMesh.ts

@@ -21,8 +21,8 @@ class MakeMesh {
 		NodeShader.add_out(vert, 'vec2 texCoord');
 		frag.wvpposition = true;
 		NodeShader.add_out(vert, 'vec4 prevwvpposition');
-		NodeShader.add_uniform(vert, 'mat4 VP', '_viewProjectionMatrix');
-		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prevWorldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 VP', '_view_proj_matrix');
+		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prev_world_view_proj_matrix');
 		vert.wposition = true;
 
 		let textureCount = 0;
@@ -36,10 +36,10 @@ class MakeMesh {
 
 		NodeShader.write(vert, 'gl_Position = mul(vec4(wposition.xyz, 1.0), VP);');
 		let brushScale = Context.raw.brushScale;
-		NodeShader.add_uniform(vert, 'float texScale', '_texUnpack');
+		NodeShader.add_uniform(vert, 'float texScale', '_tex_unpack');
 		NodeShader.write(vert, `texCoord = tex * ${brushScale} * texScale;`);
 		if (MakeMaterial.heightUsed && displaceStrength > 0) {
-			NodeShader.add_uniform(vert, 'mat4 invW', '_inverseWorldMatrix');
+			NodeShader.add_uniform(vert, 'mat4 invW', '_inv_world_matrix');
 			NodeShader.write(vert, 'prevwvpposition = mul(mul(vec4(wposition, 1.0), invW), prevWVP);');
 		}
 		else {
@@ -75,7 +75,7 @@ class MakeMesh {
 
 		if (Context.raw.viewportMode == ViewportMode.ViewLit && Context.raw.renderMode == RenderMode.RenderForward) {
 			NodeShader.add_uniform(frag, 'sampler2D senvmapBrdf', "$brdf.k");
-			NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmapRadiance');
+			NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmap_radiance');
 			NodeShader.add_uniform(frag, 'sampler2D sltcMat', '_ltcMat');
 			NodeShader.add_uniform(frag, 'sampler2D sltcMag', '_ltcMag');
 		}
@@ -151,19 +151,19 @@ class MakeMesh {
 				frag.vVec = true;
 				NodeShader.write(frag, 'float dotNV = max(0.0, dot(n, vVec));');
 				NodeShader.write(frag, 'vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;');
-				NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmapNumMipmaps');
+				NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmap_num_mipmaps');
 				NodeShader.add_uniform(frag, 'vec4 envmapData', '_envmapData'); // angle, sin(angle), cos(angle), strength
 				NodeShader.write(frag, 'vec3 wreflect = reflect(-vVec, n);');
 				NodeShader.write(frag, 'float envlod = roughness * float(envmapNumMipmaps);');
 				NodeShader.add_function(frag, ShaderFunctions.str_envMapEquirect);
 				NodeShader.write(frag, 'vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(wreflect, envmapData.x), envlod).rgb;');
-				NodeShader.add_uniform(frag, 'vec3 lightArea0', '_lightArea0');
-				NodeShader.add_uniform(frag, 'vec3 lightArea1', '_lightArea1');
-				NodeShader.add_uniform(frag, 'vec3 lightArea2', '_lightArea2');
-				NodeShader.add_uniform(frag, 'vec3 lightArea3', '_lightArea3');
+				NodeShader.add_uniform(frag, 'vec3 lightArea0', '_light_area0');
+				NodeShader.add_uniform(frag, 'vec3 lightArea1', '_light_area1');
+				NodeShader.add_uniform(frag, 'vec3 lightArea2', '_light_area2');
+				NodeShader.add_uniform(frag, 'vec3 lightArea3', '_light_area3');
 				NodeShader.add_function(frag, ShaderFunctions.str_ltcEvaluate);
-				NodeShader.add_uniform(frag, 'vec3 lightPos', '_pointPosition');
-				NodeShader.add_uniform(frag, 'vec3 lightColor', '_pointColor');
+				NodeShader.add_uniform(frag, 'vec3 lightPos', '_point_pos');
+				NodeShader.add_uniform(frag, 'vec3 lightColor', '_point_color');
 				NodeShader.write(frag, 'float ldist = distance(wposition, lightPos);');
 				NodeShader.write(frag, 'const float LUT_SIZE = 64.0;');
 				NodeShader.write(frag, 'const float LUT_SCALE = (LUT_SIZE - 1.0) / LUT_SIZE;');
@@ -180,7 +180,7 @@ class MakeMesh {
 				NodeShader.write(frag, 'vec3 direct = albedo * ltcdiff + ltcspec * 0.05;');
 				NodeShader.write(frag, 'direct *= lightColor * (1.0 / (ldist * ldist));');
 
-				NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmapIrradiance');
+				NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmap_irradiance');
 				NodeShader.add_function(frag, ShaderFunctions.str_shIrradiance);
 				NodeShader.write(frag, 'vec3 indirect = albedo * (shIrradiance(vec3(n.x * envmapData.z - n.y * envmapData.y, n.x * envmapData.y + n.y * envmapData.z, n.z), shirr) / 3.14159265);');
 				NodeShader.write(frag, 'indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;');

+ 4 - 4
armorlab/Sources/MakePaint.ts

@@ -61,7 +61,7 @@ class MakePaint {
 
 		NodeShader.write(vert, 'gl_Position = vec4(tpos, 0.0, 1.0);');
 
-		NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 
 		NodeShader.add_out(vert, 'vec4 ndc');
 		NodeShader.write_attrib(vert, 'ndc = mul(vec4(pos.xyz, 1.0), WVP);');
@@ -72,7 +72,7 @@ class MakePaint {
 
 		NodeShader.add_uniform(frag, 'vec4 inp', '_inputBrush');
 		NodeShader.add_uniform(frag, 'vec4 inplast', '_inputBrushLast');
-		NodeShader.add_uniform(frag, 'float aspectRatio', '_aspectRatioWindowF');
+		NodeShader.add_uniform(frag, 'float aspectRatio', '_aspect_ratio_window');
 		NodeShader.write(frag, 'vec2 bsp = sp.xy * 2.0 - 1.0;');
 		NodeShader.write(frag, 'bsp.x *= aspectRatio;');
 		NodeShader.write(frag, 'bsp = bsp * 0.5 + 0.5;');
@@ -98,7 +98,7 @@ class MakePaint {
 			NodeShader.write(frag, 'float depth = textureLod(gbufferD, vec2(inp.x, 1.0 - inp.y), 0.0).r;');
 			///end
 
-			NodeShader.add_uniform(frag, 'mat4 invVP', '_inverseViewProjectionMatrix');
+			NodeShader.add_uniform(frag, 'mat4 invVP', '_inv_view_proj_matrix');
 			NodeShader.write(frag, 'vec4 winp = vec4(vec2(inp.x, 1.0 - inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);');
 			NodeShader.write(frag, 'winp = mul(winp, invVP);');
 			NodeShader.write(frag, 'winp.xyz /= winp.w;');
@@ -125,7 +125,7 @@ class MakePaint {
 		}
 
 		// NodeShader.add_uniform(vert, 'float brushScale', '_brushScale');
-		// NodeShader.add_uniform(vert, 'float texScale', '_texUnpack');
+		// NodeShader.add_uniform(vert, 'float texScale', '_tex_unpack');
 		// NodeShader.add_out(vert, 'vec2 texCoord');
 		// NodeShader.write(vert, 'texCoord = tex * brushScale * texScale;');
 

BIN
armorpaint/Assets/Scene.arm


+ 1 - 1
armorpaint/Assets/plugins/viewport_celshade.js

@@ -3,7 +3,7 @@ let plugin = Plugin.create();
 
 // Register custom viewport shader
 ContextBase.setViewportShader(function(shader) {
-	shader.add_uniform('vec3 lightDir', '_lightDirection');
+	shader.add_uniform('vec3 lightDir', '_light_dir');
 	shader.write(`
 		float dotNL = max(dot(n, lightDir), 0.0);
 		vec3 outputColor = basecol * step(0.5, dotNL) + basecol;

+ 1 - 1
armorpaint/Sources/MakeBake.ts

@@ -126,7 +126,7 @@ class MakeBake {
 	static positionAndNormal = (vert: NodeShaderRaw, frag: NodeShaderRaw) => {
 		NodeShader.add_out(vert, 'vec3 position');
 		NodeShader.add_out(vert, 'vec3 normal');
-		NodeShader.add_uniform(vert, 'mat4 W', '_worldMatrix');
+		NodeShader.add_uniform(vert, 'mat4 W', '_world_matrix');
 		NodeShader.write(vert, 'position = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;');
 		NodeShader.write(vert, 'normal = vec3(nor.xy, pos.w);');
 		NodeShader.write(vert, 'vec2 tpos = vec2(tex.x * 2.0 - 1.0, (1.0 - tex.y) * 2.0 - 1.0);');

+ 1 - 1
armorpaint/Sources/MakeBrush.ts

@@ -18,7 +18,7 @@ class MakeBrush {
 			NodeShader.write(frag, 'float depth = textureLod(gbufferD, vec2(inp.x, 1.0 - inp.y), 0.0).r;');
 			///end
 
-			NodeShader.add_uniform(frag, 'mat4 invVP', '_inverseViewProjectionMatrix');
+			NodeShader.add_uniform(frag, 'mat4 invVP', '_inv_view_proj_matrix');
 			NodeShader.write(frag, 'vec4 winp = vec4(vec2(inp.x, 1.0 - inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);');
 			NodeShader.write(frag, 'winp = mul(winp, invVP);');
 			NodeShader.write(frag, 'winp.xyz /= winp.w;');

+ 1 - 1
armorpaint/Sources/MakeColorIdPicker.ts

@@ -25,7 +25,7 @@ class MakeColorIdPicker {
 			if (Context.raw.pickPosNorTex) {
 				NodeShader.add_out(frag, 'vec4 fragColor[2]');
 				NodeShader.add_uniform(frag, 'sampler2D gbufferD');
-				NodeShader.add_uniform(frag, 'mat4 invVP', '_inverseViewProjectionMatrix');
+				NodeShader.add_uniform(frag, 'mat4 invVP', '_inv_view_proj_matrix');
 				NodeShader.add_function(frag, ShaderFunctions.str_get_pos_from_depth);
 				NodeShader.add_function(frag, ShaderFunctions.str_get_nor_from_depth);
 				NodeShader.write(frag, 'fragColor[0] = vec4(get_pos_from_depth(vec2(inp.x, 1.0 - inp.y), invVP, texturePass(gbufferD)), texCoordInp.x);');

+ 12 - 12
armorpaint/Sources/MakeMesh.ts

@@ -22,8 +22,8 @@ class MakeMesh {
 		NodeShader.add_out(vert, 'vec2 texCoord');
 		frag.wvpposition = true;
 		NodeShader.add_out(vert, 'vec4 prevwvpposition');
-		NodeShader.add_uniform(vert, 'mat4 VP', '_viewProjectionMatrix');
-		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prevWorldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 VP', '_view_proj_matrix');
+		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prev_world_view_proj_matrix');
 		vert.wposition = true;
 
 		let textureCount = 0;
@@ -55,7 +55,7 @@ class MakeMesh {
 		NodeShader.write(vert, 'gl_Position = mul(vec4(wposition.xyz, 1.0), VP);');
 		NodeShader.write(vert, 'texCoord = tex;');
 		if (MakeMaterial.heightUsed && displaceStrength > 0) {
-			NodeShader.add_uniform(vert, 'mat4 invW', '_inverseWorldMatrix');
+			NodeShader.add_uniform(vert, 'mat4 invW', '_inv_world_matrix');
 			NodeShader.write(vert, 'prevwvpposition = mul(mul(vec4(wposition, 1.0), invW), prevWVP);');
 		}
 		else {
@@ -134,7 +134,7 @@ class MakeMesh {
 			if (Context.raw.viewportMode == ViewportMode.ViewLit && Context.raw.renderMode == RenderMode.RenderForward) {
 				textureCount += 4;
 				NodeShader.add_uniform(frag, 'sampler2D senvmapBrdf', "$brdf.k");
-				NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmapRadiance');
+				NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmap_radiance');
 				NodeShader.add_uniform(frag, 'sampler2D sltcMat', '_ltcMat');
 				NodeShader.add_uniform(frag, 'sampler2D sltcMag', '_ltcMag');
 			}
@@ -344,19 +344,19 @@ class MakeMesh {
 					frag.vVec = true;
 					NodeShader.write(frag, 'float dotNV = max(0.0, dot(n, vVec));');
 					NodeShader.write(frag, 'vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;');
-					NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmapNumMipmaps');
+					NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmap_num_mipmaps');
 					NodeShader.add_uniform(frag, 'vec4 envmapData', '_envmapData'); // angle, sin(angle), cos(angle), strength
 					NodeShader.write(frag, 'vec3 wreflect = reflect(-vVec, n);');
 					NodeShader.write(frag, 'float envlod = roughness * float(envmapNumMipmaps);');
 					NodeShader.add_function(frag, ShaderFunctions.str_envMapEquirect);
 					NodeShader.write(frag, 'vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(wreflect, envmapData.x), envlod).rgb;');
-					NodeShader.add_uniform(frag, 'vec3 lightArea0', '_lightArea0');
-					NodeShader.add_uniform(frag, 'vec3 lightArea1', '_lightArea1');
-					NodeShader.add_uniform(frag, 'vec3 lightArea2', '_lightArea2');
-					NodeShader.add_uniform(frag, 'vec3 lightArea3', '_lightArea3');
+					NodeShader.add_uniform(frag, 'vec3 lightArea0', '_light_area0');
+					NodeShader.add_uniform(frag, 'vec3 lightArea1', '_light_area1');
+					NodeShader.add_uniform(frag, 'vec3 lightArea2', '_light_area2');
+					NodeShader.add_uniform(frag, 'vec3 lightArea3', '_light_area3');
 					NodeShader.add_function(frag, ShaderFunctions.str_ltcEvaluate);
-					NodeShader.add_uniform(frag, 'vec3 lightPos', '_pointPosition');
-					NodeShader.add_uniform(frag, 'vec3 lightColor', '_pointColor');
+					NodeShader.add_uniform(frag, 'vec3 lightPos', '_point_pos');
+					NodeShader.add_uniform(frag, 'vec3 lightColor', '_point_color');
 					// NodeShader.write(frag, 'float dotNL = max(dot(n, normalize(lightPos - wposition)), 0.0);');
 					// NodeShader.write(frag, 'vec3 direct = albedo * dotNL;');
 					NodeShader.write(frag, 'float ldist = distance(wposition, lightPos);');
@@ -375,7 +375,7 @@ class MakeMesh {
 					NodeShader.write(frag, 'vec3 direct = albedo * ltcdiff + ltcspec * 0.05;');
 					NodeShader.write(frag, 'direct *= lightColor * (1.0 / (ldist * ldist));');
 
-					NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmapIrradiance');
+					NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmap_irradiance');
 					NodeShader.add_function(frag, ShaderFunctions.str_shIrradiance);
 					NodeShader.write(frag, 'vec3 indirect = albedo * (shIrradiance(vec3(n.x * envmapData.z - n.y * envmapData.y, n.x * envmapData.y + n.y * envmapData.z, n.z), shirr) / 3.14159265);');
 					NodeShader.write(frag, 'indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;');

+ 3 - 3
armorpaint/Sources/MakeMeshPreview.ts

@@ -27,8 +27,8 @@ class MakeMeshPreview {
 			NodeShaderContext.add_elem(con_mesh, "bone", 'short4norm');
 			NodeShaderContext.add_elem(con_mesh, "weight", 'short4norm');
 			NodeShader.add_function(vert, ShaderFunctions.str_getSkinningDualQuat);
-			NodeShader.add_uniform(vert, 'vec4 skinBones[128 * 2]', '_skinBones');
-			NodeShader.add_uniform(vert, 'float posUnpack', '_posUnpack');
+			NodeShader.add_uniform(vert, 'vec4 skinBones[128 * 2]', '_skin_bones');
+			NodeShader.add_uniform(vert, 'float posUnpack', '_pos_unpack');
 			NodeShader.write_attrib(vert, 'vec4 skinA;');
 			NodeShader.write_attrib(vert, 'vec4 skinB;');
 			NodeShader.write_attrib(vert, 'getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);');
@@ -40,7 +40,7 @@ class MakeMeshPreview {
 		}
 		///end
 
-		NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 		NodeShader.write_attrib(vert, `gl_Position = mul(vec4(${pos}.xyz, 1.0), WVP);`);
 
 		let brushScale = (Context.raw.brushScale * Context.raw.brushNodesScale) + "";

+ 3 - 3
armorpaint/Sources/MakePaint.ts

@@ -79,7 +79,7 @@ class MakePaint {
 			NodeShader.add_uniform(vert, 'mat4 WVP', '_decalLayerMatrix');
 		}
 		else {
-			NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+			NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 		}
 
 		NodeShader.add_out(vert, 'vec4 ndc');
@@ -94,7 +94,7 @@ class MakePaint {
 
 		NodeShader.add_uniform(frag, 'vec4 inp', '_inputBrush');
 		NodeShader.add_uniform(frag, 'vec4 inplast', '_inputBrushLast');
-		NodeShader.add_uniform(frag, 'float aspectRatio', '_aspectRatioWindowF');
+		NodeShader.add_uniform(frag, 'float aspectRatio', '_aspect_ratio_window');
 		NodeShader.write(frag, 'vec2 bsp = sp.xy * 2.0 - 1.0;');
 		NodeShader.write(frag, 'bsp.x *= aspectRatio;');
 		NodeShader.write(frag, 'bsp = bsp * 0.5 + 0.5;');
@@ -304,7 +304,7 @@ class MakePaint {
 			}
 			NodeShader.write(frag, 'pa_mask /= brushRadius;');
 			if (Config.raw.brush_3d) {
-				NodeShader.add_uniform(frag, 'vec3 eye', '_cameraPosition');
+				NodeShader.add_uniform(frag, 'vec3 eye', '_camera_pos');
 				NodeShader.write(frag, 'pa_mask *= distance(eye, winp.xyz) / 1.5;');
 			}
 			NodeShader.write(frag, 'pa_mask = pa_mask.xy * 0.5 + 0.5;');

+ 3 - 3
armorpaint/Sources/MakeParticle.ts

@@ -23,7 +23,7 @@ class MakeParticle {
 		NodeShader.write_attrib(vert, 'emitFrom = emitFrom * brushRadius - brushRadius / 2.0;');
 		NodeShader.write_attrib(vert, 'spos.xyz += emitFrom * vec3(256.0, 256.0, 256.0);');
 
-		NodeShader.add_uniform(vert, 'mat4 pd', '_particleData');
+		NodeShader.add_uniform(vert, 'mat4 pd', '_particle_data');
 
 		let str_tex_hash = "float fhash(int n) { return fract(sin(float(n)) * 43758.5453); }\n";
 		NodeShader.add_function(vert, str_tex_hash);
@@ -56,7 +56,7 @@ class MakeParticle {
 		NodeShader.write(vert, 'spos.xyz += p_location;');
 		NodeShader.write(vert, 'spos.xyz *= vec3(0.01, 0.01, 0.01);');
 
-		NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 		NodeShader.write(vert, 'gl_Position = mul(spos, WVP);');
 
 		NodeShader.add_uniform(vert, 'vec4 inp', '_inputBrush');
@@ -89,7 +89,7 @@ class MakeParticle {
 		///if arm_physics
 		if (Context.raw.particlePhysics) {
 			NodeShader.add_out(vert, 'vec4 wpos');
-			NodeShader.add_uniform(vert, 'mat4 W', '_worldMatrix');
+			NodeShader.add_uniform(vert, 'mat4 W', '_world_matrix');
 			NodeShader.write_attrib(vert, 'wpos = mul(vec4(pos.xyz, 1.0), W);');
 			NodeShader.add_uniform(frag, 'vec3 particleHit', '_particleHit');
 			NodeShader.add_uniform(frag, 'vec3 particleHitLast', '_particleHitLast');

BIN
armorsculpt/Assets/Scene.arm


+ 2 - 2
armorsculpt/Sources/MakeBrush.ts

@@ -12,12 +12,12 @@ class MakeBrush {
 			NodeShader.write(frag, 'float depth = textureLod(gbufferD, vec2(inp.x, 1.0 - inp.y), 0.0).r;');
 			///end
 
-			NodeShader.add_uniform(frag, 'mat4 invVP', '_inverseViewProjectionMatrix');
+			NodeShader.add_uniform(frag, 'mat4 invVP', '_inv_view_proj_matrix');
 			NodeShader.write(frag, 'vec4 winp = vec4(vec2(inp.x, 1.0 - inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);');
 			NodeShader.write(frag, 'winp = mul(winp, invVP);');
 			NodeShader.write(frag, 'winp.xyz /= winp.w;');
 
-			NodeShader.add_uniform(frag, 'mat4 W', '_worldMatrix');
+			NodeShader.add_uniform(frag, 'mat4 W', '_world_matrix');
 
 			NodeShader.write_attrib(frag, 'vec3 wposition = mul(texelFetch(texpaint_undo, ivec2(texCoord.x * textureSize(texpaint_undo, 0).x, texCoord.y * textureSize(texpaint_undo, 0).y), 0), W).xyz;');
 

+ 13 - 13
armorsculpt/Sources/MakeMesh.ts

@@ -22,13 +22,13 @@ class MakeMesh {
 		NodeShader.add_out(vert, 'vec2 texCoord');
 		frag.wvpposition = true;
 		NodeShader.add_out(vert, 'vec4 prevwvpposition');
-		NodeShader.add_uniform(vert, 'mat4 VP', '_viewProjectionMatrix');
-		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prevWorldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 VP', '_view_proj_matrix');
+		NodeShader.add_uniform(vert, 'mat4 prevWVP', '_prev_world_view_proj_matrix');
 		vert.wposition = true;
 
 		let textureCount = 0;
 
-		NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 		NodeShader.add_uniform(vert, 'sampler2D texpaint_vert', '_texpaint_vert' + Project.layers[0].id);
 		NodeShader.write(vert, 'vec3 meshpos = texelFetch(texpaint_vert, ivec2(gl_VertexID % textureSize(texpaint_vert, 0).x, gl_VertexID / textureSize(texpaint_vert, 0).y), 0).xyz;');
 		// + pos.xyz * 0.000001
@@ -40,7 +40,7 @@ class MakeMesh {
 
 		NodeShader.add_out(frag, 'vec4 fragColor[3]');
 
-		NodeShader.add_uniform(vert, "mat3 N", "_normalMatrix");
+		NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
 		NodeShader.add_out(vert, "vec3 wnormal");
 
 		NodeShader.write_attrib(vert, 'int baseVertex0 = gl_VertexID - (gl_VertexID % 3);');
@@ -106,7 +106,7 @@ class MakeMesh {
 		if (Context.raw.viewportMode == ViewportMode.ViewLit && Context.raw.renderMode == RenderMode.RenderForward) {
 			textureCount += 4;
 			NodeShader.add_uniform(frag, 'sampler2D senvmapBrdf', "$brdf.k");
-			NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmapRadiance');
+			NodeShader.add_uniform(frag, 'sampler2D senvmapRadiance', '_envmap_radiance');
 			NodeShader.add_uniform(frag, 'sampler2D sltcMat', '_ltcMat');
 			NodeShader.add_uniform(frag, 'sampler2D sltcMag', '_ltcMag');
 		}
@@ -251,19 +251,19 @@ class MakeMesh {
 					frag.vVec = true;
 					NodeShader.write(frag, 'float dotNV = max(0.0, dot(n, vVec));');
 					NodeShader.write(frag, 'vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;');
-					NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmapNumMipmaps');
+					NodeShader.add_uniform(frag, 'int envmapNumMipmaps', '_envmap_num_mipmaps');
 					NodeShader.add_uniform(frag, 'vec4 envmapData', '_envmapData'); // angle, sin(angle), cos(angle), strength
 					NodeShader.write(frag, 'vec3 wreflect = reflect(-vVec, n);');
 					NodeShader.write(frag, 'float envlod = roughness * float(envmapNumMipmaps);');
 					NodeShader.add_function(frag, ShaderFunctions.str_envMapEquirect);
 					NodeShader.write(frag, 'vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(wreflect, envmapData.x), envlod).rgb;');
-					NodeShader.add_uniform(frag, 'vec3 lightArea0', '_lightArea0');
-					NodeShader.add_uniform(frag, 'vec3 lightArea1', '_lightArea1');
-					NodeShader.add_uniform(frag, 'vec3 lightArea2', '_lightArea2');
-					NodeShader.add_uniform(frag, 'vec3 lightArea3', '_lightArea3');
+					NodeShader.add_uniform(frag, 'vec3 lightArea0', '_light_area0');
+					NodeShader.add_uniform(frag, 'vec3 lightArea1', '_light_area1');
+					NodeShader.add_uniform(frag, 'vec3 lightArea2', '_light_area2');
+					NodeShader.add_uniform(frag, 'vec3 lightArea3', '_light_area3');
 					NodeShader.add_function(frag, ShaderFunctions.str_ltcEvaluate);
-					NodeShader.add_uniform(frag, 'vec3 lightPos', '_pointPosition');
-					NodeShader.add_uniform(frag, 'vec3 lightColor', '_pointColor');
+					NodeShader.add_uniform(frag, 'vec3 lightPos', '_point_pos');
+					NodeShader.add_uniform(frag, 'vec3 lightColor', '_point_color');
 					NodeShader.write(frag, 'float ldist = distance(wposition, lightPos);');
 					NodeShader.write(frag, 'const float LUT_SIZE = 64.0;');
 					NodeShader.write(frag, 'const float LUT_SCALE = (LUT_SIZE - 1.0) / LUT_SIZE;');
@@ -280,7 +280,7 @@ class MakeMesh {
 					NodeShader.write(frag, 'vec3 direct = albedo * ltcdiff + ltcspec * 0.05;');
 					NodeShader.write(frag, 'direct *= lightColor * (1.0 / (ldist * ldist));');
 
-					NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmapIrradiance');
+					NodeShader.add_uniform(frag, 'vec4 shirr[7]', '_envmap_irradiance');
 					NodeShader.add_function(frag, ShaderFunctions.str_shIrradiance);
 					NodeShader.write(frag, 'vec3 indirect = albedo * (shIrradiance(vec3(n.x * envmapData.z - n.y * envmapData.y, n.x * envmapData.y + n.y * envmapData.z, n.z), shirr) / 3.14159265);');
 					NodeShader.write(frag, 'indirect += prefilteredColor * (f0 * envBRDF.x + envBRDF.y) * 1.5;');

+ 3 - 3
armorsculpt/Sources/MakeMeshPreview.ts

@@ -27,8 +27,8 @@ class MakeMeshPreview {
 			NodeShaderContext.add_elem(con_mesh, "bone", 'short4norm');
 			NodeShaderContext.add_elem(con_mesh, "weight", 'short4norm');
 			NodeShader.add_function(vert, ShaderFunctions.str_getSkinningDualQuat);
-			NodeShader.add_uniform(vert, 'vec4 skinBones[128 * 2]', '_skinBones');
-			NodeShader.add_uniform(vert, 'float posUnpack', '_posUnpack');
+			NodeShader.add_uniform(vert, 'vec4 skinBones[128 * 2]', '_skin_bones');
+			NodeShader.add_uniform(vert, 'float posUnpack', '_pos_unpack');
 			NodeShader.write_attrib(vert, 'vec4 skinA;');
 			NodeShader.write_attrib(vert, 'vec4 skinB;');
 			NodeShader.write_attrib(vert, 'getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);');
@@ -40,7 +40,7 @@ class MakeMeshPreview {
 		}
 		///end
 
-		NodeShader.add_uniform(vert, 'mat4 WVP', '_worldViewProjectionMatrix');
+		NodeShader.add_uniform(vert, 'mat4 WVP', '_world_view_proj_matrix');
 		NodeShader.write_attrib(vert, `gl_Position = mul(vec4(${pos}.xyz, 1.0), WVP);`);
 
 		let brushScale = (Context.raw.brushScale * Context.raw.brushNodesScale) + "";

BIN
base/Assets/shader_datas.arm


+ 1 - 1
base/Sources/MakeVoxel.ts

@@ -27,7 +27,7 @@ class MakeVoxel {
 		pipeState.vertex_shader = g4_shader_from_source(MakeVoxel.voxelSource(), shader_type_t.VERTEX);
 
 		g4_pipeline_compile(pipeState);
-		data.constants = [{ name: "W", type: "mat4", link: "_worldMatrix" }, { name: "N", type: "mat3", link: "_normalMatrix" }];
+		data.constants = [{ name: "W", type: "mat4", link: "_world_matrix" }, { name: "N", type: "mat3", link: "_normal_matrix" }];
 		data._constants = [g4_pipeline_get_const_loc(pipeState, "W"), g4_pipeline_get_const_loc(pipeState, "N")];
 		data.texture_units = [{ name: "texpaint_pack" }, { name: "voxels", is_image: true }];
 		data._tex_units = [g4_pipeline_get_tex_unit(pipeState, "texpaint_pack"), g4_pipeline_get_tex_unit(pipeState, "voxels")];

+ 14 - 14
base/Sources/ParserMaterial.ts

@@ -175,21 +175,21 @@ class ParserMaterial {
 			else {
 				NodeShader.add_out(vert, "vec3 bposition");
 				NodeShader.add_uniform(vert, "vec3 dim", "_dim");
-				NodeShader.add_uniform(vert, "vec3 hdim", "_halfDim");
+				NodeShader.add_uniform(vert, "vec3 hdim", "_half_dim");
 				NodeShader.write_attrib(vert, `bposition = (pos.xyz + hdim) / dim;`);
 			}
 		}
 		if (frag.wposition) {
-			NodeShader.add_uniform(vert, "mat4 W", "_worldMatrix");
+			NodeShader.add_uniform(vert, "mat4 W", "_world_matrix");
 			NodeShader.add_out(vert, "vec3 wposition");
 			NodeShader.write_attrib(vert, `wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;`);
 		}
 		else if (vert.wposition) {
-			NodeShader.add_uniform(vert, "mat4 W", "_worldMatrix");
+			NodeShader.add_uniform(vert, "mat4 W", "_world_matrix");
 			NodeShader.write_attrib(vert, `vec3 wposition = vec4(mul(vec4(pos.xyz, 1.0), W)).xyz;`);
 		}
 		if (frag.vposition) {
-			NodeShader.add_uniform(vert, "mat4 WV", "_worldViewMatrix");
+			NodeShader.add_uniform(vert, "mat4 WV", "_world_view_matrix");
 			NodeShader.add_out(vert, "vec3 vposition");
 			NodeShader.write_attrib(vert, `vposition = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz;`);
 		}
@@ -204,31 +204,31 @@ class ParserMaterial {
 		}
 		if (frag.wtangent) {
 			// NodeShaderContext.add_elem(con, "tang", "short4norm");
-			// NodeShader.add_uniform(vert, "mat3 N", "_normalMatrix");
+			// NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
 			NodeShader.add_out(vert, "vec3 wtangent");
 			// NodeShader.write_attrib(vert, `wtangent = normalize(mul(tang.xyz, N));`);
 			NodeShader.write_attrib(vert, `wtangent = vec3(0.0, 0.0, 0.0);`);
 		}
 		if (frag.vVecCam) {
-			NodeShader.add_uniform(vert, "mat4 WV", "_worldViewMatrix");
+			NodeShader.add_uniform(vert, "mat4 WV", "_world_view_matrix");
 			NodeShader.add_out(vert, "vec3 eyeDirCam");
 			NodeShader.write_attrib(vert, `eyeDirCam = vec4(mul(vec4(pos.xyz, 1.0), WV)).xyz; eyeDirCam.z *= -1.0;`);
 			NodeShader.write_attrib(frag, `vec3 vVecCam = normalize(eyeDirCam);`);
 		}
 		if (frag.vVec) {
-			NodeShader.add_uniform(vert, "vec3 eye", "_cameraPosition");
+			NodeShader.add_uniform(vert, "vec3 eye", "_camera_pos");
 			NodeShader.add_out(vert, "vec3 eyeDir");
 			NodeShader.write_attrib(vert, `eyeDir = eye - wposition;`);
 			NodeShader.write_attrib(frag, `vec3 vVec = normalize(eyeDir);`);
 		}
 		if (frag.n) {
-			NodeShader.add_uniform(vert, "mat3 N", "_normalMatrix");
+			NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
 			NodeShader.add_out(vert, "vec3 wnormal");
 			NodeShader.write_attrib(vert, `wnormal = mul(vec3(nor.xy, pos.w), N);`);
 			NodeShader.write_attrib(frag, `vec3 n = normalize(wnormal);`);
 		}
 		else if (vert.n) {
-			NodeShader.add_uniform(vert, "mat3 N", "_normalMatrix");
+			NodeShader.add_uniform(vert, "mat3 N", "_normal_matrix");
 			NodeShader.write_attrib(vert, `vec3 wnormal = normalize(mul(vec3(nor.xy, pos.w), N));`);
 		}
 		if (frag.nAttr) {
@@ -1153,7 +1153,7 @@ class ParserMaterial {
 		}
 		else if (node.type == "CAMERA") {
 			if (socket == node.outputs[1]) { // View Z Depth
-				NodeShader.add_uniform(ParserMaterial.curshader, "vec2 cameraProj", "_cameraPlaneProj");
+				NodeShader.add_uniform(ParserMaterial.curshader, "vec2 cameraProj", "_camera_plane_proj");
 				///if (krom_direct3d11 || krom_direct3d12 || krom_metal || krom_vulkan)
 				ParserMaterial.curshader.wvpposition = true;
 				return "(cameraProj.y / ((wvpposition.z / wvpposition.w) - cameraProj.x))";
@@ -1162,7 +1162,7 @@ class ParserMaterial {
 				///end
 			}
 			else { // View Distance
-				NodeShader.add_uniform(ParserMaterial.curshader, "vec3 eye", "_cameraPosition");
+				NodeShader.add_uniform(ParserMaterial.curshader, "vec3 eye", "_camera_pos");
 				ParserMaterial.curshader.wposition = true;
 				return "distance(eye, wposition)";
 			}
@@ -1295,15 +1295,15 @@ class ParserMaterial {
 		}
 		else if (node.type == "OBJECT_INFO") {
 			if (socket == node.outputs[1]) { // Object Index
-				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoIndex", "_objectInfoIndex");
+				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoIndex", "_object_info_index");
 				return "objectInfoIndex";
 			}
 			else if (socket == node.outputs[2]) { // Material Index
-				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoMaterialIndex", "_objectInfoMaterialIndex");
+				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoMaterialIndex", "_object_info_material_index");
 				return "objectInfoMaterialIndex";
 			}
 			else if (socket == node.outputs[3]) { // Random
-				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoRandom", "_objectInfoRandom");
+				NodeShader.add_uniform(ParserMaterial.curshader, "float objectInfoRandom", "_object_info_random");
 				return "objectInfoRandom";
 			}
 		}

+ 24 - 8
base/Sources/PhysicsBody.ts

@@ -88,10 +88,14 @@ class PhysicsBody {
 
 	static init = (pb: PhysicsBodyRaw, o: object_t) => {
 		pb.object = o;
-		if (pb.ready) return;
+		if (pb.ready) {
+			return;
+		}
 		pb.ready = true;
 
-		if (pb.object.ext.constructor != mesh_object_t) return; // No mesh data
+		if (pb.object.ext_type != "mesh_object_t") {
+			return; // No mesh data
+		}
 		let transform = o.transform;
 		let physics = PhysicsWorld.active;
 
@@ -185,7 +189,9 @@ class PhysicsBody {
 		PhysicsBody.vec1.setZ(0);
 		let inertia = PhysicsBody.vec1;
 
-		if (pb.mass > 0) pb.btshape.calculateLocalInertia(pb.mass, inertia);
+		if (pb.mass > 0) {
+			pb.btshape.calculateLocalInertia(pb.mass, inertia);
+		}
 		let bodyCI = new Ammo.btRigidBodyConstructionInfo(pb.mass, pb.motionState, pb.btshape, inertia);
 		pb.body = new Ammo.btRigidBody(bodyCI);
 
@@ -199,9 +205,15 @@ class PhysicsBody {
 		pb.body.setDamping(pb.linearDamping, pb.angularDamping);
 		PhysicsBody.setLinearFactor(pb, pb.linearFactors[0], pb.linearFactors[1], pb.linearFactors[2]);
 		PhysicsBody.setAngularFactor(pb, pb.angularFactors[0], pb.angularFactors[1], pb.angularFactors[2]);
-		if (pb.trigger) pb.body.setCollisionFlags(pb.body.getCollisionFlags() | CollisionFlags.CF_NO_CONTACT_RESPONSE);
-		if (pb.mass == 0.0) pb.body.setCollisionFlags(pb.body.getCollisionFlags() | CollisionFlags.CF_STATIC_OBJECT);
-		if (pb.ccd) PhysicsBody.setCcd(pb, transform.radius);
+		if (pb.trigger) {
+			pb.body.setCollisionFlags(pb.body.getCollisionFlags() | CollisionFlags.CF_NO_CONTACT_RESPONSE);
+		}
+		if (pb.mass == 0.0) {
+			pb.body.setCollisionFlags(pb.body.getCollisionFlags() | CollisionFlags.CF_STATIC_OBJECT);
+		}
+		if (pb.ccd) {
+			PhysicsBody.setCcd(pb, transform.radius);
+		}
 
 		pb.bodyScaleX = pb.currentScaleX = transform.scale.x;
 		pb.bodyScaleY = pb.currentScaleY = transform.scale.y;
@@ -218,7 +230,9 @@ class PhysicsBody {
 	}
 
 	static physicsUpdate = (pb: PhysicsBodyRaw) => {
-		if (!pb.ready) return;
+		if (!pb.ready) {
+			return;
+		}
 		let trans = pb.body.getWorldTransform();
 
 		let p = trans.getOrigin();
@@ -343,7 +357,9 @@ class PhysicsBody {
 		PhysicsBody.quat1.setValue(PhysicsBody.quat.x, PhysicsBody.quat.y, PhysicsBody.quat.z, PhysicsBody.quat.w);
 		PhysicsBody.trans1.setRotation(PhysicsBody.quat1);
 		pb.body.setWorldTransform(PhysicsBody.trans1);
-		if (pb.currentScaleX != t.scale.x || pb.currentScaleY != t.scale.y || pb.currentScaleZ != t.scale.z) PhysicsBody.setScale(pb, t.scale);
+		if (pb.currentScaleX != t.scale.x || pb.currentScaleY != t.scale.y || pb.currentScaleZ != t.scale.z) {
+			PhysicsBody.setScale(pb, t.scale);
+		}
 		PhysicsBody.activate(pb);
 	}