diff --git a/Templates/BaseGame/game/core/CoreComponents.cs b/Templates/BaseGame/game/core/CoreComponents.cs
deleted file mode 100644
index 5bdca8cd3..000000000
--- a/Templates/BaseGame/game/core/CoreComponents.cs
+++ /dev/null
@@ -1,10 +0,0 @@
-
-function CoreComponentsModule::onCreate(%this)
-{
- %classList = enumerateConsoleClasses( "Component" );
-
- foreach$( %componentClass in %classList )
- {
- echo("Native Component of type: " @ %componentClass);
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/CoreComponents.module b/Templates/BaseGame/game/core/CoreComponents.module
deleted file mode 100644
index 0636e3bb5..000000000
--- a/Templates/BaseGame/game/core/CoreComponents.module
+++ /dev/null
@@ -1,19 +0,0 @@
-
-
-
-
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/audio.cs b/Templates/BaseGame/game/core/audio.cs
deleted file mode 100644
index a5932de8f..000000000
--- a/Templates/BaseGame/game/core/audio.cs
+++ /dev/null
@@ -1,436 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Source groups.
-//-----------------------------------------------------------------------------
-
-singleton SFXDescription( AudioMaster );
-singleton SFXSource( AudioChannelMaster )
-{
- description = AudioMaster;
-};
-
-singleton SFXDescription( AudioChannel )
-{
- sourceGroup = AudioChannelMaster;
-};
-
-singleton SFXSource( AudioChannelDefault )
-{
- description = AudioChannel;
-};
-singleton SFXSource( AudioChannelGui )
-{
- description = AudioChannel;
-};
-singleton SFXSource( AudioChannelEffects )
-{
- description = AudioChannel;
-};
-singleton SFXSource( AudioChannelMessages )
-{
- description = AudioChannel;
-};
-singleton SFXSource( AudioChannelMusic )
-{
- description = AudioChannel;
-};
-
-// Set default playback states of the channels.
-
-AudioChannelMaster.play();
-AudioChannelDefault.play();
-
-AudioChannelGui.play();
-AudioChannelMusic.play();
-AudioChannelMessages.play();
-
-// Stop in-game effects channels.
-AudioChannelEffects.stop();
-
-//-----------------------------------------------------------------------------
-// Master SFXDescriptions.
-//-----------------------------------------------------------------------------
-
-// Master description for interface audio.
-singleton SFXDescription( AudioGui )
-{
- volume = 1.0;
- sourceGroup = AudioChannelGui;
-};
-
-// Master description for game effects audio.
-singleton SFXDescription( AudioEffect )
-{
- volume = 1.0;
- sourceGroup = AudioChannelEffects;
-};
-
-// Master description for audio in notifications.
-singleton SFXDescription( AudioMessage )
-{
- volume = 1.0;
- sourceGroup = AudioChannelMessages;
-};
-
-// Master description for music.
-singleton SFXDescription( AudioMusic )
-{
- volume = 1.0;
- sourceGroup = AudioChannelMusic;
-};
-
-//-----------------------------------------------------------------------------
-// SFX Functions.
-//-----------------------------------------------------------------------------
-
-/// This initializes the sound system device from
-/// the defaults in the $pref::SFX:: globals.
-function sfxStartup()
-{
- echo( "\nsfxStartup..." );
-
- // If we have a provider set, try initialize a device now.
-
- if( $pref::SFX::provider !$= "" )
- {
- if( sfxInit() )
- return;
- else
- {
- // Force auto-detection.
- $pref::SFX::autoDetect = true;
- }
- }
-
- // If enabled autodetect a safe device.
-
- if( ( !isDefined( "$pref::SFX::autoDetect" ) || $pref::SFX::autoDetect ) &&
- sfxAutodetect() )
- return;
-
- // Failure.
-
- error( " Failed to initialize device!\n\n" );
-
- $pref::SFX::provider = "";
- $pref::SFX::device = "";
-
- return;
-}
-
-
-/// This initializes the sound system device from
-/// the defaults in the $pref::SFX:: globals.
-function sfxInit()
-{
- // If already initialized, shut down the current device first.
-
- if( sfxGetDeviceInfo() !$= "" )
- sfxShutdown();
-
- // Start it up!
- %maxBuffers = $pref::SFX::useHardware ? -1 : $pref::SFX::maxSoftwareBuffers;
- if ( !sfxCreateDevice( $pref::SFX::provider, $pref::SFX::device, $pref::SFX::useHardware, %maxBuffers ) )
- return false;
-
- // This returns a tab seperated string with
- // the initialized system info.
- %info = sfxGetDeviceInfo();
- $pref::SFX::provider = getField( %info, 0 );
- $pref::SFX::device = getField( %info, 1 );
- $pref::SFX::useHardware = getField( %info, 2 );
- %useHardware = $pref::SFX::useHardware ? "Yes" : "No";
- %maxBuffers = getField( %info, 3 );
-
- echo( " Provider: " @ $pref::SFX::provider );
- echo( " Device: " @ $pref::SFX::device );
- echo( " Hardware: " @ %useHardware );
- echo( " Max Buffers: " @ %maxBuffers );
- echo( " " );
-
- if( isDefined( "$pref::SFX::distanceModel" ) )
- sfxSetDistanceModel( $pref::SFX::distanceModel );
- if( isDefined( "$pref::SFX::dopplerFactor" ) )
- sfxSetDopplerFactor( $pref::SFX::dopplerFactor );
- if( isDefined( "$pref::SFX::rolloffFactor" ) )
- sfxSetRolloffFactor( $pref::SFX::rolloffFactor );
-
- // Restore master volume.
-
- sfxSetMasterVolume( $pref::SFX::masterVolume );
-
- // Restore channel volumes.
-
- for( %channel = 0; %channel <= 8; %channel ++ )
- sfxSetChannelVolume( %channel, $pref::SFX::channelVolume[ %channel ] );
-
- return true;
-}
-
-
-/// Destroys the current sound system device.
-function sfxShutdown()
-{
- // Store volume prefs.
-
- $pref::SFX::masterVolume = sfxGetMasterVolume();
-
- for( %channel = 0; %channel <= 8; %channel ++ )
- $pref::SFX::channelVolume[ %channel ] = sfxGetChannelVolume( %channel );
-
- // We're assuming here that a null info
- // string means that no device is loaded.
- if( sfxGetDeviceInfo() $= "" )
- return;
-
- sfxDeleteDevice();
-}
-
-
-/// Determines which of the two SFX providers is preferable.
-function sfxCompareProvider( %providerA, %providerB )
-{
- if( %providerA $= %providerB )
- return 0;
-
- switch$( %providerA )
- {
- // Always prefer FMOD over anything else.
- case "FMOD":
- return 1;
-
- // Prefer OpenAL over anything but FMOD.
- case "OpenAL":
- if( %providerB $= "FMOD" )
- return -1;
- else
- return 1;
-
- // choose XAudio over DirectSound
- case "XAudio":
- if( %providerB $= "FMOD" || %providerB $= "OpenAL" )
- return -1;
- else
- return 0;
-
- case "DirectSound":
- if( %providerB !$= "FMOD" && %providerB !$= "OpenAL" && %providerB !$= "XAudio" )
- return 1;
- else
- return -1;
-
- default:
- return -1;
- }
-}
-
-
-/// Try to detect and initalize the best SFX device available.
-function sfxAutodetect()
-{
- // Get all the available devices.
-
- %devices = sfxGetAvailableDevices();
-
- // Collect and sort the devices by preferentiality.
-
- %deviceTrySequence = new ArrayObject();
- %bestMatch = -1;
- %count = getRecordCount( %devices );
- for( %i = 0; %i < %count; %i ++ )
- {
- %info = getRecord( %devices, %i );
- %provider = getField( %info, 0 );
-
- %deviceTrySequence.push_back( %provider, %info );
- }
-
- %deviceTrySequence.sortfkd( "sfxCompareProvider" );
-
- // Try the devices in order.
-
- %count = %deviceTrySequence.count();
- for( %i = 0; %i < %count; %i ++ )
- {
- %provider = %deviceTrySequence.getKey( %i );
- %info = %deviceTrySequence.getValue( %i );
-
- $pref::SFX::provider = %provider;
- $pref::SFX::device = getField( %info, 1 );
- $pref::SFX::useHardware = getField( %info, 2 );
-
- // By default we've decided to avoid hardware devices as
- // they are buggy and prone to problems.
- $pref::SFX::useHardware = false;
-
- if( sfxInit() )
- {
- $pref::SFX::autoDetect = false;
- %deviceTrySequence.delete();
- return true;
- }
- }
-
- // Found no suitable device.
-
- error( "sfxAutodetect - Could not initialize a valid SFX device." );
-
- $pref::SFX::provider = "";
- $pref::SFX::device = "";
- $pref::SFX::useHardware = "";
-
- %deviceTrySequence.delete();
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Backwards-compatibility with old channel system.
-//-----------------------------------------------------------------------------
-
-// Volume channel IDs for backwards-compatibility.
-
-$GuiAudioType = 1; // Interface.
-$SimAudioType = 2; // Game.
-$MessageAudioType = 3; // Notifications.
-$MusicAudioType = 4; // Music.
-
-$AudioChannels[ 0 ] = AudioChannelDefault;
-$AudioChannels[ $GuiAudioType ] = AudioChannelGui;
-$AudioChannels[ $SimAudioType ] = AudioChannelEffects;
-$AudioChannels[ $MessageAudioType ] = AudioChannelMessages;
-$AudioChannels[ $MusicAudioType ] = AudioChannelMusic;
-
-function sfxOldChannelToGroup( %channel )
-{
- return $AudioChannels[ %channel ];
-}
-
-function sfxGroupToOldChannel( %group )
-{
- %id = %group.getId();
- for( %i = 0;; %i ++ )
- if( !isObject( $AudioChannels[ %i ] ) )
- return -1;
- else if( $AudioChannels[ %i ].getId() == %id )
- return %i;
-
- return -1;
-}
-
-function sfxSetMasterVolume( %volume )
-{
- AudioChannelMaster.setVolume( %volume );
-}
-
-function sfxGetMasterVolume( %volume )
-{
- return AudioChannelMaster.getVolume();
-}
-
-function sfxStopAll( %channel )
-{
- // Don't stop channel itself since that isn't quite what the function
- // here intends.
-
- %channel = sfxOldChannelToGroup( %channel );
- if (isObject(%channel))
- {
- foreach( %source in %channel )
- %source.stop();
- }
-}
-
-function sfxGetChannelVolume( %channel )
-{
- %obj = sfxOldChannelToGroup( %channel );
- if( isObject( %obj ) )
- return %obj.getVolume();
-}
-
-function sfxSetChannelVolume( %channel, %volume )
-{
- %obj = sfxOldChannelToGroup( %channel );
- if( isObject( %obj ) )
- %obj.setVolume( %volume );
-}
-
-/*singleton SimSet( SFXPausedSet );
-
-
-/// Pauses the playback of active sound sources.
-///
-/// @param %channels An optional word list of channel indices or an empty
-/// string to pause sources on all channels.
-/// @param %pauseSet An optional SimSet which is filled with the paused
-/// sources. If not specified the global SfxSourceGroup
-/// is used.
-///
-/// @deprecated
-///
-function sfxPause( %channels, %pauseSet )
-{
- // Did we get a set to populate?
- if ( !isObject( %pauseSet ) )
- %pauseSet = SFXPausedSet;
-
- %count = SFXSourceSet.getCount();
- for ( %i = 0; %i < %count; %i++ )
- {
- %source = SFXSourceSet.getObject( %i );
-
- %channel = sfxGroupToOldChannel( %source.getGroup() );
- if( %channels $= "" || findWord( %channels, %channel ) != -1 )
- {
- %source.pause();
- %pauseSet.add( %source );
- }
- }
-}
-
-
-/// Resumes the playback of paused sound sources.
-///
-/// @param %pauseSet An optional SimSet which contains the paused sound
-/// sources to be resumed. If not specified the global
-/// SfxSourceGroup is used.
-/// @deprecated
-///
-function sfxResume( %pauseSet )
-{
- if ( !isObject( %pauseSet ) )
- %pauseSet = SFXPausedSet;
-
- %count = %pauseSet.getCount();
- for ( %i = 0; %i < %count; %i++ )
- {
- %source = %pauseSet.getObject( %i );
- %source.play();
- }
-
- // Clear our pause set... the caller is left
- // to clear his own if he passed one.
- %pauseSet.clear();
-}*/
diff --git a/Templates/BaseGame/game/core/canvas.cs b/Templates/BaseGame/game/core/canvas.cs
deleted file mode 100644
index b38cdccca..000000000
--- a/Templates/BaseGame/game/core/canvas.cs
+++ /dev/null
@@ -1,162 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function createCanvas(%windowTitle)
-{
- if ($isDedicated)
- {
- GFXInit::createNullDevice();
- return true;
- }
-
- // Create the Canvas
- $GameCanvas = new GuiCanvas(Canvas)
- {
- displayWindow = $platform !$= "windows";
- };
-
- // Set the window title
- if (isObject(Canvas))
- {
- Canvas.setWindowTitle(%windowTitle @ " - " @ $pref::Video::displayDevice);
- configureCanvas();
- }
- else
- {
- error("Canvas creation failed. Shutting down.");
- quit();
- }
-}
-
-// Constants for referencing video resolution preferences
-$WORD::RES_X = 0;
-$WORD::RES_Y = 1;
-$WORD::FULLSCREEN = 2;
-$WORD::BITDEPTH = 3;
-$WORD::REFRESH = 4;
-$WORD::AA = 5;
-
-function configureCanvas()
-{
- // Setup a good default if we don't have one already.
- if ($pref::Video::Resolution $= "")
- $pref::Video::Resolution = "800 600";
- if ($pref::Video::FullScreen $= "")
- $pref::Video::FullScreen = false;
- if ($pref::Video::BitDepth $= "")
- $pref::Video::BitDepth = "32";
- if ($pref::Video::RefreshRate $= "")
- $pref::Video::RefreshRate = "60";
- if ($pref::Video::AA $= "")
- $pref::Video::AA = "4";
-
- %resX = $pref::Video::Resolution.x;
- %resY = $pref::Video::Resolution.y;
- %fs = $pref::Video::FullScreen;
- %bpp = $pref::Video::BitDepth;
- %rate = $pref::Video::RefreshRate;
- %aa = $pref::Video::AA;
-
- if($cliFullscreen !$= "") {
- %fs = $cliFullscreen;
- $cliFullscreen = "";
- }
-
- echo("--------------");
- echo("Attempting to set resolution to \"" @ %resX SPC %resY SPC %fs SPC %bpp SPC %rate SPC %aa @ "\"");
-
- %deskRes = getDesktopResolution();
- %deskResX = getWord(%deskRes, $WORD::RES_X);
- %deskResY = getWord(%deskRes, $WORD::RES_Y);
- %deskResBPP = getWord(%deskRes, 2);
-
- // We shouldn't be getting this any more but just in case...
- if (%bpp $= "Default")
- %bpp = %deskResBPP;
-
- // Make sure we are running at a valid resolution
- if (%fs $= "0" || %fs $= "false")
- {
- // Windowed mode has to use the same bit depth as the desktop
- %bpp = %deskResBPP;
-
- // Windowed mode also has to run at a smaller resolution than the desktop
- if ((%resX >= %deskResX) || (%resY >= %deskResY))
- {
- warn("Warning: The requested windowed resolution is equal to or larger than the current desktop resolution. Attempting to find a better resolution");
-
- %resCount = Canvas.getModeCount();
- for (%i = (%resCount - 1); %i >= 0; %i--)
- {
- %testRes = Canvas.getMode(%i);
- %testResX = getWord(%testRes, $WORD::RES_X);
- %testResY = getWord(%testRes, $WORD::RES_Y);
- %testBPP = getWord(%testRes, $WORD::BITDEPTH);
-
- if (%testBPP != %bpp)
- continue;
-
- if ((%testResX < %deskResX) && (%testResY < %deskResY))
- {
- // This will work as our new resolution
- %resX = %testResX;
- %resY = %testResY;
-
- warn("Warning: Switching to \"" @ %resX SPC %resY SPC %bpp @ "\"");
-
- break;
- }
- }
- }
- }
-
- $pref::Video::Resolution = %resX SPC %resY;
- $pref::Video::FullScreen = %fs;
- $pref::Video::BitDepth = %bpp;
- $pref::Video::RefreshRate = %rate;
- $pref::Video::AA = %aa;
-
- if (%fs == 1 || %fs $= "true")
- %fsLabel = "Yes";
- else
- %fsLabel = "No";
-
- echo("Accepted Mode: " NL
- "--Resolution : " @ %resX SPC %resY NL
- "--Full Screen : " @ %fsLabel NL
- "--Bits Per Pixel : " @ %bpp NL
- "--Refresh Rate : " @ %rate NL
- "--AA TypeXLevel : " @ %aa NL
- "--------------");
-
- // Actually set the new video mode
- Canvas.setVideoMode(%resX, %resY, %fs, %bpp, %rate, %aa);
-
- commandToServer('setClientAspectRatio', %resX, %resY);
-
- // AA piggybacks on the AA setting in $pref::Video::mode.
- // We need to parse the setting between AA modes, and then it's level
- // It's formatted as AATypexAALevel
- // So, FXAAx4 or MLAAx2
- if ( isObject( FXAA_PostEffect ) )
- FXAA_PostEffect.isEnabled = ( %aa > 0 ) ? true : false;
-}
diff --git a/Templates/BaseGame/game/core/components/RigidBodyComponent.asset.taml b/Templates/BaseGame/game/core/components/RigidBodyComponent.asset.taml
deleted file mode 100644
index 8e60db364..000000000
--- a/Templates/BaseGame/game/core/components/RigidBodyComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/animationComponent.asset.taml b/Templates/BaseGame/game/core/components/animationComponent.asset.taml
deleted file mode 100644
index 771d38e02..000000000
--- a/Templates/BaseGame/game/core/components/animationComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/cameraOrbiterComponent.asset.taml b/Templates/BaseGame/game/core/components/cameraOrbiterComponent.asset.taml
deleted file mode 100644
index b615f2348..000000000
--- a/Templates/BaseGame/game/core/components/cameraOrbiterComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/collisionComponent.asset.taml b/Templates/BaseGame/game/core/components/collisionComponent.asset.taml
deleted file mode 100644
index 1a4f99a0d..000000000
--- a/Templates/BaseGame/game/core/components/collisionComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/game/camera.asset.taml b/Templates/BaseGame/game/core/components/game/camera.asset.taml
deleted file mode 100644
index f59e429e2..000000000
--- a/Templates/BaseGame/game/core/components/game/camera.asset.taml
+++ /dev/null
@@ -1,9 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/game/camera.cs b/Templates/BaseGame/game/core/components/game/camera.cs
deleted file mode 100644
index b6f510c9d..000000000
--- a/Templates/BaseGame/game/core/components/game/camera.cs
+++ /dev/null
@@ -1,185 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function CameraComponent::onAdd(%this)
-{
- %this.addComponentField(clientOwner, "The client that views this camera", "int", "1", "");
-
- %test = %this.clientOwner;
-
- %barf = ClientGroup.getCount();
-
- %clientID = %this.getClientID();
- if(%clientID && !isObject(%clientID.camera))
- {
- %this.scopeToClient(%clientID);
- %this.setDirty();
-
- %clientID.setCameraObject(%this.owner);
- %clientID.setControlCameraFov(%this.FOV);
-
- %clientID.camera = %this.owner;
- }
-
- %res = $pref::Video::mode;
- %derp = 0;
-}
-
-function CameraComponent::onRemove(%this)
-{
- %clientID = %this.getClientID();
- if(%clientID)
- %clientID.clearCameraObject();
-}
-
-function CameraComponent::onInspectorUpdate(%this)
-{
- //if(%this.clientOwner)
- //%this.clientOwner.setCameraObject(%this.owner);
-}
-
-function CameraComponent::getClientID(%this)
-{
- return ClientGroup.getObject(%this.clientOwner-1);
-}
-
-function CameraComponent::isClientCamera(%this, %client)
-{
- %clientID = ClientGroup.getObject(%this.clientOwner-1);
-
- if(%client.getID() == %clientID)
- return true;
- else
- return false;
-}
-
-function CameraComponent::onClientConnect(%this, %client)
-{
- //if(%this.isClientCamera(%client) && !isObject(%client.camera))
- //{
- %this.scopeToClient(%client);
- %this.setDirty();
-
- %client.setCameraObject(%this.owner);
- %client.setControlCameraFov(%this.FOV);
-
- %client.camera = %this.owner;
- //}
- //else
- //{
- // echo("CONNECTED CLIENT IS NOT CAMERA OWNER!");
- //}
-}
-
-function CameraComponent::onClientDisconnect(%this, %client)
-{
- Parent::onClientDisconnect(%this, %client);
-
- if(isClientCamera(%client)){
- %this.clearScopeToClient(%client);
- %client.clearCameraObject();
- }
-}
-
-///
-///
-///
-
-function VRCameraComponent::onAdd(%this)
-{
- %this.addComponentField(clientOwner, "The client that views this camera", "int", "1", "");
-
- %test = %this.clientOwner;
-
- %barf = ClientGroup.getCount();
-
- %clientID = %this.getClientID();
- if(%clientID && !isObject(%clientID.camera))
- {
- %this.scopeToClient(%clientID);
- %this.setDirty();
-
- %clientID.setCameraObject(%this.owner);
- %clientID.setControlCameraFov(%this.FOV);
-
- %clientID.camera = %this.owner;
- }
-
- %res = $pref::Video::mode;
- %derp = 0;
-}
-
-function VRCameraComponent::onRemove(%this)
-{
- %clientID = %this.getClientID();
- if(%clientID)
- %clientID.clearCameraObject();
-}
-
-function CameraComponent::onInspectorUpdate(%this)
-{
- //if(%this.clientOwner)
- //%this.clientOwner.setCameraObject(%this.owner);
-}
-
-function VRCameraComponent::getClientID(%this)
-{
- return ClientGroup.getObject(%this.clientOwner-1);
-}
-
-function VRCameraComponent::isClientCamera(%this, %client)
-{
- %clientID = ClientGroup.getObject(%this.clientOwner-1);
-
- if(%client.getID() == %clientID)
- return true;
- else
- return false;
-}
-
-function VRCameraComponent::onClientConnect(%this, %client)
-{
- //if(%this.isClientCamera(%client) && !isObject(%client.camera))
- //{
- %this.scopeToClient(%client);
- %this.setDirty();
-
- %client.setCameraObject(%this.owner);
- %client.setControlCameraFov(%this.FOV);
-
- %client.camera = %this.owner;
- //}
- //else
- //{
- // echo("CONNECTED CLIENT IS NOT CAMERA OWNER!");
- //}
-}
-
-function VRCameraComponent::onClientDisconnect(%this, %client)
-{
- Parent::onClientDisconnect(%this, %client);
-
- if(isClientCamera(%client)){
- %this.clearScopeToClient(%client);
- %client.clearCameraObject();
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/game/controlObject.asset.taml b/Templates/BaseGame/game/core/components/game/controlObject.asset.taml
deleted file mode 100644
index 19515e833..000000000
--- a/Templates/BaseGame/game/core/components/game/controlObject.asset.taml
+++ /dev/null
@@ -1,10 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/game/controlObject.cs b/Templates/BaseGame/game/core/components/game/controlObject.cs
deleted file mode 100644
index 7f477ecca..000000000
--- a/Templates/BaseGame/game/core/components/game/controlObject.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//registerComponent("ControlObjectComponent", "Component", "Control Object", "Game", false, "Allows the behavior owner to operate as a camera.");
-
-function ControlObjectComponent::onAdd(%this)
-{
- %this.addComponentField(clientOwner, "The shape to use for rendering", "int", "1", "");
-
- %clientID = %this.getClientID();
-
- if(%clientID && !isObject(%clientID.getControlObject()))
- %clientID.setControlObject(%this.owner);
-}
-
-function ControlObjectComponent::onRemove(%this)
-{
- %clientID = %this.getClientID();
-
- if(%clientID)
- %clientID.setControlObject(0);
-}
-
-function ControlObjectComponent::onClientConnect(%this, %client)
-{
- if(%this.isControlClient(%client) && !isObject(%client.getControlObject()))
- %client.setControlObject(%this.owner);
-}
-
-function ControlObjectComponent::onClientDisconnect(%this, %client)
-{
- if(%this.isControlClient(%client))
- %client.setControlObject(0);
-}
-
-function ControlObjectComponent::getClientID(%this)
-{
- return ClientGroup.getObject(%this.clientOwner-1);
-}
-
-function ControlObjectComponent::isControlClient(%this, %client)
-{
- %clientID = ClientGroup.getObject(%this.clientOwner-1);
-
- if(%client.getID() == %clientID)
- return true;
- else
- return false;
-}
-
-function ControlObjectComponent::onInspectorUpdate(%this, %field)
-{
- %clientID = %this.getClientID();
-
- if(%clientID && !isObject(%clientID.getControlObject()))
- %clientID.setControlObject(%this.owner);
-}
-
-function switchControlObject(%client, %newControlEntity)
-{
- if(!isObject(%client) || !isObject(%newControlEntity))
- return error("SwitchControlObject: No client or target controller!");
-
- %control = %newControlEntity.getComponent(ControlObjectComponent);
-
- if(!isObject(%control))
- return error("SwitchControlObject: Target controller has no conrol object behavior!");
-
- %client.setControlObject(%newControlEntity);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/game/itemRotate.asset.taml b/Templates/BaseGame/game/core/components/game/itemRotate.asset.taml
deleted file mode 100644
index 4c0c1bec4..000000000
--- a/Templates/BaseGame/game/core/components/game/itemRotate.asset.taml
+++ /dev/null
@@ -1,10 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/game/itemRotate.cs b/Templates/BaseGame/game/core/components/game/itemRotate.cs
deleted file mode 100644
index 947d19214..000000000
--- a/Templates/BaseGame/game/core/components/game/itemRotate.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//registerComponent("ItemRotationComponent", "Component", "Item Rotation", "Game", false, "Rotates the entity around the z axis, like an item pickup.");
-
-function ItemRotationComponent::onAdd(%this)
-{
- %this.addComponentField(rotationsPerMinute, "Number of rotations per minute", "float", "5", "");
- %this.addComponentField(forward, "Rotate forward or backwards", "bool", "1", "");
- %this.addComponentField(horizontal, "Rotate horizontal or verticle, true for horizontal", "bool", "1", "");
-}
-
-function ItemRotationComponent::Update(%this)
-{
- %tickRate = 0.032;
-
- //Rotations per second is calculated based on a standard update tick being 32ms. So we scale by the tick speed, then add that to our rotation to
- //get a nice rotation speed.
- if(%this.horizontal)
- {
- if(%this.forward)
- %this.owner.rotation.z += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
- else
- %this.owner.rotation.z -= ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
- }
- else
- {
- %this.owner.rotation.x += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/game/playerSpawner.asset.taml b/Templates/BaseGame/game/core/components/game/playerSpawner.asset.taml
deleted file mode 100644
index 8a597aca4..000000000
--- a/Templates/BaseGame/game/core/components/game/playerSpawner.asset.taml
+++ /dev/null
@@ -1,10 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/game/playerSpawner.cs b/Templates/BaseGame/game/core/components/game/playerSpawner.cs
deleted file mode 100644
index a7387eaf1..000000000
--- a/Templates/BaseGame/game/core/components/game/playerSpawner.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//registerComponent("PlayerSpawner", "Component",
-// "Player Spawner", "Game", false, "When a client connects, it spawns a player object for them and attaches them to it");
-
-function PlayerSpawner::onAdd(%this)
-{
- %this.clientCount = 1;
- %this.friendlyName = "Player Spawner";
- %this.componentType = "Spawner";
-
- %this.addComponentField("GameObjectName", "The name of the game object we spawn for the players", "gameObject", "PlayerObject");
-}
-
-function PlayerSpawner::onClientConnect(%this, %client)
-{
- %playerObj = spawnGameObject(%this.GameObjectName, false);
-
- if(!isObject(%playerObj))
- return;
-
- %playerObj.position = %this.owner.position;
-
- %playerObj.notify("onClientConnect", %client);
-
- switchControlObject(%client, %playerObj);
- switchCamera(%client, %playerObj);
-
- %client.player = %playerObj;
- %client.camera = %playerObj;
-
- %inventory = %playerObj.getComponent(InventoryController);
-
- if(isObject(%inventory))
- {
- for(%i=0; %i<5; %i++)
- {
- %arrow = spawnGameObject(ArrowProjectile, false);
-
- %inventory.addItem(%arrow);
- }
- }
-
- %playerObj.position = %this.owner.position;
- %playerObj.rotation = "0 0 0";
-
- %this.clientCount++;
-}
-
-function PlayerSpawner::onClientDisConnect(%this, %client)
-{
-
-}
-
-function PlayerSpawner::getClientID(%this)
-{
- return ClientGroup.getObject(%this.clientOwner-1);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/input/fpsControls.asset.taml b/Templates/BaseGame/game/core/components/input/fpsControls.asset.taml
deleted file mode 100644
index cd0440055..000000000
--- a/Templates/BaseGame/game/core/components/input/fpsControls.asset.taml
+++ /dev/null
@@ -1,9 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/input/fpsControls.cs b/Templates/BaseGame/game/core/components/input/fpsControls.cs
deleted file mode 100644
index 8331e409d..000000000
--- a/Templates/BaseGame/game/core/components/input/fpsControls.cs
+++ /dev/null
@@ -1,247 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//registerComponent("FPSControls", "Component", "FPS Controls", "Input", false, "First Person Shooter-type controls");
-
-function FPSControls::onAdd(%this)
-{
- //
- %this.beginGroup("Keys");
- %this.addComponentField(forwardKey, "Key to bind to vertical thrust", keybind, "keyboard w");
- %this.addComponentField(backKey, "Key to bind to vertical thrust", keybind, "keyboard s");
- %this.addComponentField(leftKey, "Key to bind to horizontal thrust", keybind, "keyboard a");
- %this.addComponentField(rightKey, "Key to bind to horizontal thrust", keybind, "keyboard d");
-
- %this.addComponentField(jump, "Key to bind to horizontal thrust", keybind, "keyboard space");
- %this.endGroup();
-
- %this.beginGroup("Mouse");
- %this.addComponentField(pitchAxis, "Key to bind to horizontal thrust", keybind, "mouse yaxis");
- %this.addComponentField(yawAxis, "Key to bind to horizontal thrust", keybind, "mouse xaxis");
- %this.endGroup();
-
- %this.addComponentField(moveSpeed, "Horizontal thrust force", float, 300.0);
- %this.addComponentField(jumpStrength, "Vertical thrust force", float, 3.0);
- //
-
- %control = %this.owner.getComponent( ControlObjectComponent );
- if(!%control)
- return echo("SPECTATOR CONTROLS: No Control Object behavior!");
-
- //%this.Physics = %this.owner.getComponent( PlayerPhysicsComponent );
-
- //%this.Animation = %this.owner.getComponent( AnimationComponent );
-
- //%this.Camera = %this.owner.getComponent( MountedCameraComponent );
-
- //%this.Animation.playThread(0, "look");
-
- %this.setupControls(%control.getClientID());
-}
-
-function FPSControls::onRemove(%this)
-{
- Parent::onBehaviorRemove(%this);
-
- commandToClient(%control.clientOwnerID, 'removeInput', %this.forwardKey);
- commandToClient(%control.clientOwnerID, 'removeInput', %this.backKey);
- commandToClient(%control.clientOwnerID, 'removeInput', %this.leftKey);
- commandToClient(%control.clientOwnerID, 'removeInput', %this.rightKey);
-
- commandToClient(%control.clientOwnerID, 'removeInput', %this.pitchAxis);
- commandToClient(%control.clientOwnerID, 'removeInput', %this.yawAxis);
-}
-
-function FPSControls::onBehaviorFieldUpdate(%this, %field)
-{
- %controller = %this.owner.getBehavior( ControlObjectBehavior );
- commandToClient(%controller.clientOwnerID, 'updateInput', %this.getFieldValue(%field), %field);
-}
-
-function FPSControls::onClientConnect(%this, %client)
-{
- %this.setupControls(%client);
-}
-
-
-function FPSControls::setupControls(%this, %client)
-{
- %control = %this.owner.getComponent( ControlObjectComponent );
- if(!%control.isControlClient(%client))
- {
- echo("FPS CONTROLS: Client Did Not Match");
- return;
- }
-
- %inputCommand = "FPSControls";
-
- %test = %this.forwardKey;
-
- /*SetInput(%client, %this.forwardKey.x, %this.forwardKey.y, %inputCommand@"_forwardKey");
- SetInput(%client, %this.backKey.x, %this.backKey.y, %inputCommand@"_backKey");
- SetInput(%client, %this.leftKey.x, %this.leftKey.y, %inputCommand@"_leftKey");
- SetInput(%client, %this.rightKey.x, %this.rightKey.y, %inputCommand@"_rightKey");
-
- SetInput(%client, %this.jump.x, %this.jump.y, %inputCommand@"_jump");
-
- SetInput(%client, %this.pitchAxis.x, %this.pitchAxis.y, %inputCommand@"_pitchAxis");
- SetInput(%client, %this.yawAxis.x, %this.yawAxis.y, %inputCommand@"_yawAxis");*/
-
- SetInput(%client, "keyboard", "w", %inputCommand@"_forwardKey");
- SetInput(%client, "keyboard", "s", %inputCommand@"_backKey");
- SetInput(%client, "keyboard", "a", %inputCommand@"_leftKey");
- SetInput(%client, "keyboard", "d", %inputCommand@"_rightKey");
-
- SetInput(%client, "keyboard", "space", %inputCommand@"_jump");
-
- SetInput(%client, "mouse", "yaxis", %inputCommand@"_pitchAxis");
- SetInput(%client, "mouse", "xaxis", %inputCommand@"_yawAxis");
-
- SetInput(%client, "keyboard", "f", %inputCommand@"_flashlight");
-
-}
-
-function FPSControls::onMoveTrigger(%this, %triggerID)
-{
- //check if our jump trigger was pressed!
- if(%triggerID == 2)
- {
- %this.owner.applyImpulse("0 0 0", "0 0 " @ %this.jumpStrength);
- }
-}
-
-function FPSControls::Update(%this)
-{
- return;
-
- %moveVector = %this.owner.getMoveVector();
- %moveRotation = %this.owner.getMoveRotation();
-
- %this.Physics.moveVector = "0 0 0";
-
- if(%moveVector.x != 0)
- {
- %fv = VectorNormalize(%this.owner.getRightVector());
-
- %forMove = VectorScale(%fv, (%moveVector.x));// * (%this.moveSpeed * 0.032)));
-
- //%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
-
- %this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove);
-
- //if(%forMove > 0)
- // %this.Animation.playThread(1, "run");
- }
- /*else
- {
- %fv = VectorNormalize(%this.owner.getRightVector());
-
- %forMove = VectorScale(%fv, (%moveVector.x * (%this.moveSpeed * 0.032)));
-
- if(%forMove <= 0)
- %this.Animation.stopThread(1);
-
- }*/
-
- if(%moveVector.y != 0)
- {
- %fv = VectorNormalize(%this.owner.getForwardVector());
-
- %forMove = VectorScale(%fv, (%moveVector.y));// * (%this.moveSpeed * 0.032)));
-
- //%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
-
- %this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove);
-
- //if(VectorLen(%this.Physics.velocity) < 2)
- // %this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
- }
-
- /*if(%moveVector.z)
- {
- %fv = VectorNormalize(%this.owner.getUpVector());
-
- %forMove = VectorScale(%fv, (%moveVector.z * (%this.moveSpeed * 0.032)));
-
- %this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
- }*/
-
- if(%moveRotation.x != 0)
- {
- %look = mRadToDeg(%moveRotation.x) / 180;
-
- //%this.Animation.setThreadPos(0, %look);
-
- %this.owner.getComponent( MountedCameraComponent ).rotationOffset.x += mRadToDeg(%moveRotation.x);
-
- //%this.Camera.rotationOffset.x += mRadToDeg(%moveRotation.x);
- }
- // %this.owner.rotation.x += mRadToDeg(%moveRotation.x);
-
- if(%moveRotation.z != 0)
- {
- %zrot = mRadToDeg(%moveRotation.z);
- %this.owner.getComponent( MountedCameraComponent ).rotationOffset.z += %zrot;
- //%this.owner.rotation.z += %zrot;
- }
-}
-
-//
-function FPSControls_forwardKey(%val)
-{
- $mvForwardAction = %val;
-}
-
-function FPSControls_backKey(%val)
-{
- $mvBackwardAction = %val;
-}
-
-function FPSControls_leftKey(%val)
-{
- $mvLeftAction = %val;
-}
-
-function FPSControls_rightKey(%val)
-{
- $mvRightAction = %val;
-}
-
-function FPSControls_yawAxis(%val)
-{
- $mvYaw += getMouseAdjustAmount(%val);
-}
-
-function FPSControls_pitchAxis(%val)
-{
- $mvPitch += getMouseAdjustAmount(%val);
-}
-
-function FPSControls_jump(%val)
-{
- $mvTriggerCount2++;
-}
-
-function FPSControls_flashLight(%val)
-{
- $mvTriggerCount3++;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/input/inputManager.cs b/Templates/BaseGame/game/core/components/input/inputManager.cs
deleted file mode 100644
index c8123d1e3..000000000
--- a/Templates/BaseGame/game/core/components/input/inputManager.cs
+++ /dev/null
@@ -1,82 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function SetInput(%client, %device, %key, %command, %bindMap, %behav)
-{
- commandToClient(%client, 'SetInput', %device, %key, %command, %bindMap, %behav);
-}
-
-function RemoveInput(%client, %device, %key, %command, %bindMap)
-{
- commandToClient(%client, 'removeInput', %device, %key, %command, %bindMap);
-}
-
-function clientCmdSetInput(%device, %key, %command, %bindMap, %behav)
-{
- //if we're requesting a custom bind map, set that up
- if(%bindMap $= "")
- %bindMap = moveMap;
-
- if (!isObject(%bindMap)){
- new ActionMap(moveMap);
- moveMap.push();
- }
-
- //get our local
- //%localID = ServerConnection.resolveGhostID(%behav);
-
- //%tmpl = %localID.getTemplate();
- //%tmpl.insantiateNamespace(%tmpl.getName());
-
- //first, check if we have an existing command
- %oldBind = %bindMap.getBinding(%command);
- if(%oldBind !$= "")
- %bindMap.unbind(getField(%oldBind, 0), getField(%oldBind, 1));
-
- //now, set the requested bind
- %bindMap.bind(%device, %key, %command);
-}
-
-function clientCmdRemoveSpecCtrlInput(%device, %key, %bindMap)
-{
- //if we're requesting a custom bind map, set that up
- if(%bindMap $= "")
- %bindMap = moveMap;
-
- if (!isObject(%bindMap))
- return;
-
- %bindMap.unbind(%device, %key);
-}
-
-function clientCmdSetupClientBehavior(%bhvrGstID)
-{
- %localID = ServerConnection.resolveGhostID(%bhvrGstID);
- %tmpl = %localID.getTemplate();
- %tmpl.insantiateNamespace(%tmpl.getName());
-}
-
-function getMouseAdjustAmount(%val)
-{
- // based on a default camera FOV of 90'
- return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/components/meshComponent.asset.taml b/Templates/BaseGame/game/core/components/meshComponent.asset.taml
deleted file mode 100644
index b41de171a..000000000
--- a/Templates/BaseGame/game/core/components/meshComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/playerControllerComponent.asset.taml b/Templates/BaseGame/game/core/components/playerControllerComponent.asset.taml
deleted file mode 100644
index 417f409e0..000000000
--- a/Templates/BaseGame/game/core/components/playerControllerComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/soundComponent.asset.taml b/Templates/BaseGame/game/core/components/soundComponent.asset.taml
deleted file mode 100644
index a29bcc9ff..000000000
--- a/Templates/BaseGame/game/core/components/soundComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/components/stateMachineComponent.asset.taml b/Templates/BaseGame/game/core/components/stateMachineComponent.asset.taml
deleted file mode 100644
index ff1d53cd8..000000000
--- a/Templates/BaseGame/game/core/components/stateMachineComponent.asset.taml
+++ /dev/null
@@ -1,8 +0,0 @@
-
diff --git a/Templates/BaseGame/game/core/console/console.gui b/Templates/BaseGame/game/core/console/console.gui
deleted file mode 100644
index c2f21eba9..000000000
--- a/Templates/BaseGame/game/core/console/console.gui
+++ /dev/null
@@ -1,191 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-%guiContent = new GuiControl(ConsoleDlg) {
- position = "0 0";
- extent = "1024 768";
- minExtent = "8 8";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "1";
- helpTag = "0";
-
- new GuiConsoleEditCtrl(ConsoleEntry) {
- useSiblingScroller = "1";
- historySize = "40";
- tabComplete = "0";
- sinkAllKeyEvents = "1";
- password = "0";
- passwordMask = "*";
- maxLength = "255";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "0 750";
- extent = "1024 18";
- minExtent = "8 8";
- horizSizing = "width";
- vertSizing = "top";
- profile = "ConsoleTextEditProfile";
- visible = "1";
- active = "1";
- altCommand = "ConsoleEntry::eval();";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiContainer() {
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "1 728";
- extent = "1024 22";
- minExtent = "8 2";
- horizSizing = "width";
- vertSizing = "top";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiBitmapCtrl() {
- bitmap = "data/ui/art/hudfill.png";
- color = "255 255 255 255";
- wrap = "0";
- position = "0 0";
- extent = "1024 22";
- minExtent = "8 2";
- horizSizing = "width";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ConsoleDlgErrorFilterBtn) {
- text = "Errors";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "2 2";
- extent = "113 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ConsoleDlgWarnFilterBtn) {
- text = "Warnings";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "119 2";
- extent = "113 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ConsoleDlgNormalFilterBtn) {
- text = "Normal Messages";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "236 2";
- extent = "113 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiScrollCtrl() {
- willFirstRespond = "1";
- hScrollBar = "alwaysOn";
- vScrollBar = "alwaysOn";
- lockHorizScroll = "0";
- lockVertScroll = "0";
- constantThumbHeight = "0";
- childMargin = "0 0";
- mouseWheelScrollSpeed = "-1";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "0 0";
- extent = "1024 730";
- minExtent = "8 8";
- horizSizing = "width";
- vertSizing = "height";
- profile = "ConsoleScrollProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- internalName = "Scroll";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiConsole(ConsoleMessageLogView) {
- position = "1 1";
- extent = "622 324";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiConsoleProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
-};
-//--- OBJECT WRITE END ---
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/console/main.cs b/Templates/BaseGame/game/core/console/main.cs
deleted file mode 100644
index 3d89234b8..000000000
--- a/Templates/BaseGame/game/core/console/main.cs
+++ /dev/null
@@ -1,140 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-exec("./profiles.cs");
-exec("./console.gui");
-
-GlobalActionMap.bind("keyboard", "tilde", "toggleConsole");
-
-function ConsoleEntry::eval()
-{
- %text = trim(ConsoleEntry.getValue());
- if(%text $= "")
- return;
-
- // If it's missing a trailing () and it's not a variable,
- // append the parentheses.
- if(strpos(%text, "(") == -1 && !isDefined(%text)) {
- if(strpos(%text, "=") == -1 && strpos(%text, " ") == -1) {
- if(strpos(%text, "{") == -1 && strpos(%text, "}") == -1) {
- %text = %text @ "()";
- }
- }
- }
-
- // Append a semicolon if need be.
- %pos = strlen(%text) - 1;
- if(strpos(%text, ";", %pos) == -1 && strpos(%text, "}") == -1) {
- %text = %text @ ";";
- }
-
- // Turn off warnings for assigning from void
- // and evaluate the snippet.
- if(!isDefined("$Con::warnVoidAssignment"))
- %oldWarnVoidAssignment = true;
- else
- %oldWarnVoidAssignment = $Con::warnVoidAssignment;
- $Con::warnVoidAssignment = false;
-
- echo("==>" @ %text);
- if( !startsWith(%text, "function ")
- && !startsWith(%text, "datablock ")
- && !startsWith(%text, "foreach(")
- && !startsWith(%text, "foreach$(")
- && !startsWith(%text, "if(")
- && !startsWith(%text, "while(")
- && !startsWith(%text, "for(")
- && !startsWith(%text, "switch(")
- && !startsWith(%text, "switch$("))
- eval("%result = " @ %text);
- else
- eval(%text);
- $Con::warnVoidAssignment = %oldWarnVoidAssignment;
-
- ConsoleEntry.setValue("");
-
- // Echo result.
- if(%result !$= "")
- echo(%result);
-}
-
-function ToggleConsole(%make)
-{
- if (%make) {
- if (ConsoleDlg.isAwake()) {
- // Deactivate the console.
- Canvas.popDialog(ConsoleDlg);
- } else {
- Canvas.pushDialog(ConsoleDlg, 99);
- }
- }
-}
-
-function ConsoleDlg::hideWindow(%this)
-{
- %this-->Scroll.setVisible(false);
-}
-
-function ConsoleDlg::showWindow(%this)
-{
- %this-->Scroll.setVisible(true);
-}
-
-function ConsoleDlg::onWake(%this)
-{
- ConsoleDlgErrorFilterBtn.setStateOn(ConsoleMessageLogView.getErrorFilter());
- ConsoleDlgWarnFilterBtn.setStateOn(ConsoleMessageLogView.getWarnFilter());
- ConsoleDlgNormalFilterBtn.setStateOn(ConsoleMessageLogView.getNormalFilter());
-
- ConsoleMessageLogView.refresh();
-}
-
-function ConsoleDlg::setAlpha( %this, %alpha)
-{
- if (%alpha $= "")
- ConsoleScrollProfile.fillColor = $ConsoleDefaultFillColor;
- else
- ConsoleScrollProfile.fillColor = getWords($ConsoleDefaultFillColor, 0, 2) SPC %alpha * 255.0;
-}
-
-function ConsoleDlgErrorFilterBtn::onClick(%this)
-{
- ConsoleMessageLogView.toggleErrorFilter();
-}
-
-function ConsoleDlgWarnFilterBtn::onClick(%this)
-{
-
- ConsoleMessageLogView.toggleWarnFilter();
-}
-
-function ConsoleDlgNormalFilterBtn::onClick(%this)
-{
- ConsoleMessageLogView.toggleNormalFilter();
-}
-
-function ConsoleMessageLogView::onNewMessage(%this, %errorCount, %warnCount, %normalCount)
-{
- ConsoleDlgErrorFilterBtn.setText("(" @ %errorCount @ ") Errors");
- ConsoleDlgWarnFilterBtn.setText("(" @ %warnCount @ ") Warnings");
- ConsoleDlgNormalFilterBtn.setText("(" @ %normalCount @ ") Messages");
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/console/profiles.cs b/Templates/BaseGame/game/core/console/profiles.cs
deleted file mode 100644
index b83dd4fa7..000000000
--- a/Templates/BaseGame/game/core/console/profiles.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-if(!isObject(GuiConsoleProfile))
-new GuiControlProfile(GuiConsoleProfile)
-{
- fontType = ($platform $= "macos") ? "Monaco" : "Lucida Console";
- fontSize = ($platform $= "macos") ? 13 : 12;
- fontColor = "255 255 255";
- fontColorHL = "0 255 255";
- fontColorNA = "255 0 0";
- fontColors[6] = "100 100 100";
- fontColors[7] = "100 100 0";
- fontColors[8] = "0 0 100";
- fontColors[9] = "0 100 0";
- category = "Core";
-};
-
-if(!isObject(GuiConsoleTextProfile))
-new GuiControlProfile(GuiConsoleTextProfile)
-{
- fontColor = "0 0 0";
- autoSizeWidth = true;
- autoSizeHeight = true;
- textOffset = "2 2";
- opaque = true;
- fillColor = "255 255 255";
- border = true;
- borderThickness = 1;
- borderColor = "0 0 0";
- category = "Core";
-};
-
-if(!isObject(ConsoleScrollProfile))
-new GuiControlProfile(ConsoleScrollProfile : GuiScrollProfile)
-{
- opaque = true;
- fillColor = "0 0 0 175";
- border = 1;
- //borderThickness = 0;
- borderColor = "0 0 0";
- category = "Core";
-};
-
-if(!isObject(ConsoleTextEditProfile))
-new GuiControlProfile(ConsoleTextEditProfile : GuiTextEditProfile)
-{
- fillColor = "242 241 240 255";
- fillColorHL = "255 255 255";
- category = "Core";
-};
diff --git a/Templates/BaseGame/game/core/cursor.cs b/Templates/BaseGame/game/core/cursor.cs
deleted file mode 100644
index f71bc023a..000000000
--- a/Templates/BaseGame/game/core/cursor.cs
+++ /dev/null
@@ -1,102 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//---------------------------------------------------------------------------------------------
-// Cursor toggle functions.
-//---------------------------------------------------------------------------------------------
-$cursorControlled = true;
-function showCursor()
-{
- if ($cursorControlled)
- lockMouse(false);
- Canvas.cursorOn();
-}
-
-function hideCursor()
-{
- if ($cursorControlled)
- lockMouse(true);
- Canvas.cursorOff();
-}
-
-//---------------------------------------------------------------------------------------------
-// In the CanvasCursor package we add some additional functionality to the built-in GuiCanvas
-// class, of which the global Canvas object is an instance. In this case, the behavior we want
-// is for the cursor to automatically display, except when the only guis visible want no
-// cursor - usually the in game interface.
-//---------------------------------------------------------------------------------------------
-package CanvasCursorPackage
-{
-
-//---------------------------------------------------------------------------------------------
-// checkCursor
-// The checkCursor method iterates through all the root controls on the canvas checking each
-// ones noCursor property. If the noCursor property exists as anything other than false or an
-// empty string on every control, the cursor will be hidden.
-//---------------------------------------------------------------------------------------------
-function GuiCanvas::checkCursor(%this)
-{
- %count = %this.getCount();
- for(%i = 0; %i < %count; %i++)
- {
- %control = %this.getObject(%i);
- if ((%control.noCursor $= "") || !%control.noCursor)
- {
- showCursor();
- return;
- }
- }
- // If we get here, every control requested a hidden cursor, so we oblige.
- hideCursor();
-}
-
-//---------------------------------------------------------------------------------------------
-// The following functions override the GuiCanvas defaults that involve changing the content
-// of the Canvas. Basically, all we are doing is adding a call to checkCursor to each one.
-//---------------------------------------------------------------------------------------------
-function GuiCanvas::setContent(%this, %ctrl)
-{
- Parent::setContent(%this, %ctrl);
- %this.checkCursor();
-}
-
-function GuiCanvas::pushDialog(%this, %ctrl, %layer, %center)
-{
- Parent::pushDialog(%this, %ctrl, %layer, %center);
- %this.checkCursor();
-}
-
-function GuiCanvas::popDialog(%this, %ctrl)
-{
- Parent::popDialog(%this, %ctrl);
- %this.checkCursor();
-}
-
-function GuiCanvas::popLayer(%this, %layer)
-{
- Parent::popLayer(%this, %layer);
- %this.checkCursor();
-}
-
-};
-
-activatePackage(CanvasCursorPackage);
diff --git a/Templates/BaseGame/game/core/fonts/Arial 10 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 10 (ansi).uft
deleted file mode 100644
index 2b5649500..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft
deleted file mode 100644
index 67a177016..000000000
Binary files a/Templates/BaseGame/game/core/fonts/Arial 12 (ansi).uft and /dev/null differ
diff --git a/Templates/BaseGame/game/core/fonts/Arial 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 14 (ansi).uft
deleted file mode 100644
index 159010c68..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial 16 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 16 (ansi).uft
deleted file mode 100644
index 058fbb305..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial 36 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial 36 (ansi).uft
deleted file mode 100644
index 968441ce3..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 14 (ansi).uft
deleted file mode 100644
index 60d7b0227..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 16 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 16 (ansi).uft
deleted file mode 100644
index f1f94acb3..000000000
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diff --git a/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft b/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft
deleted file mode 100644
index 3460f7db9..000000000
Binary files a/Templates/BaseGame/game/core/fonts/Arial Bold 18 (ansi).uft and /dev/null differ
diff --git a/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft
deleted file mode 100644
index 9b103b3f7..000000000
Binary files a/Templates/BaseGame/game/core/fonts/ArialBold 14 (ansi).uft and /dev/null differ
diff --git a/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft b/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft
deleted file mode 100644
index ca4a222cf..000000000
Binary files a/Templates/BaseGame/game/core/fonts/ArialItalic 14 (ansi).uft and /dev/null differ
diff --git a/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft b/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft
deleted file mode 100644
index cdb46f5ba..000000000
Binary files a/Templates/BaseGame/game/core/fonts/Lucida Console 12 (ansi).uft and /dev/null differ
diff --git a/Templates/BaseGame/game/core/gfxData/clouds.cs b/Templates/BaseGame/game/core/gfxData/clouds.cs
deleted file mode 100644
index 00d56d6d3..000000000
--- a/Templates/BaseGame/game/core/gfxData/clouds.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// CloudLayer
-//------------------------------------------------------------------------------
-
-singleton ShaderData( CloudLayerShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/cloudLayerV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/cloudLayerP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/cloudLayerV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/cloudLayerP.glsl";
-
- samplerNames[0] = "$normalHeightMap";
-
- pixVersion = 2.0;
-};
-
-//------------------------------------------------------------------------------
-// BasicClouds
-//------------------------------------------------------------------------------
-
-singleton ShaderData( BasicCloudsShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/basicCloudsV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/basicCloudsP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/basicCloudsV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/basicCloudsP.glsl";
-
- samplerNames[0] = "$diffuseMap";
-
- pixVersion = 2.0;
-};
diff --git a/Templates/BaseGame/game/core/gfxData/commonMaterialData.cs b/Templates/BaseGame/game/core/gfxData/commonMaterialData.cs
deleted file mode 100644
index c5d8ef5bc..000000000
--- a/Templates/BaseGame/game/core/gfxData/commonMaterialData.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Anim flag settings - must match material.h
-// These cannot be enumed through script becuase it cannot
-// handle the "|" operation for combining them together
-// ie. Scroll | Wave does not work.
-//-----------------------------------------------------------------------------
-$scroll = 1;
-$rotate = 2;
-$wave = 4;
-$scale = 8;
-$sequence = 16;
-
-
-// Common stateblock definitions
-new GFXSamplerStateData(SamplerClampLinear)
-{
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXAddressClamp;
- addressModeV = GFXAddressClamp;
- addressModeW = GFXAddressClamp;
- magFilter = GFXTextureFilterLinear;
- minFilter = GFXTextureFilterLinear;
- mipFilter = GFXTextureFilterLinear;
-};
-
-new GFXSamplerStateData(SamplerClampPoint)
-{
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXAddressClamp;
- addressModeV = GFXAddressClamp;
- addressModeW = GFXAddressClamp;
- magFilter = GFXTextureFilterPoint;
- minFilter = GFXTextureFilterPoint;
- mipFilter = GFXTextureFilterPoint;
-};
-
-new GFXSamplerStateData(SamplerWrapLinear)
-{
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXTextureAddressWrap;
- addressModeV = GFXTextureAddressWrap;
- addressModeW = GFXTextureAddressWrap;
- magFilter = GFXTextureFilterLinear;
- minFilter = GFXTextureFilterLinear;
- mipFilter = GFXTextureFilterLinear;
-};
-
-new GFXSamplerStateData(SamplerWrapPoint)
-{
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXTextureAddressWrap;
- addressModeV = GFXTextureAddressWrap;
- addressModeW = GFXTextureAddressWrap;
- magFilter = GFXTextureFilterPoint;
- minFilter = GFXTextureFilterPoint;
- mipFilter = GFXTextureFilterPoint;
-};
diff --git a/Templates/BaseGame/game/core/gfxData/scatterSky.cs b/Templates/BaseGame/game/core/gfxData/scatterSky.cs
deleted file mode 100644
index 5add01d8b..000000000
--- a/Templates/BaseGame/game/core/gfxData/scatterSky.cs
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-new GFXStateBlockData( ScatterSkySBData )
-{
- cullMode = "GFXCullNone";
-
- zDefined = true;
- zEnable = true;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
- vertexColorEnable = true;
-};
-
-singleton ShaderData( ScatterSkyShaderData )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/scatterSkyV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/scatterSkyP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/scatterSkyV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/scatterSkyP.glsl";
-
- samplerNames[0] = "$nightSky";
-
- pixVersion = 2.0;
-};
diff --git a/Templates/BaseGame/game/core/gfxData/shaders.cs b/Templates/BaseGame/game/core/gfxData/shaders.cs
deleted file mode 100644
index da3b7c864..000000000
--- a/Templates/BaseGame/game/core/gfxData/shaders.cs
+++ /dev/null
@@ -1,152 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// This file contains shader data necessary for various engine utility functions
-//-----------------------------------------------------------------------------
-
-
-singleton ShaderData( ParticlesShaderData )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/particlesV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/particlesP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/particlesV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/particlesP.glsl";
-
- samplerNames[0] = "$diffuseMap";
- samplerNames[1] = "$deferredTex";
- samplerNames[2] = "$paraboloidLightMap";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( OffscreenParticleCompositeShaderData )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/particleCompositeV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/particleCompositeP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/particleCompositeV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/particleCompositeP.glsl";
-
- samplerNames[0] = "$colorSource";
- samplerNames[1] = "$edgeSource";
-
- pixVersion = 2.0;
-};
-
-//-----------------------------------------------------------------------------
-// Planar Reflection
-//-----------------------------------------------------------------------------
-new ShaderData( ReflectBump )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectBumpV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectBumpP.glsl";
-
- samplerNames[0] = "$diffuseMap";
- samplerNames[1] = "$refractMap";
- samplerNames[2] = "$bumpMap";
-
- pixVersion = 2.0;
-};
-
-new ShaderData( Reflect )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/planarReflectP.glsl";
-
- samplerNames[0] = "$diffuseMap";
- samplerNames[1] = "$refractMap";
-
- pixVersion = 1.4;
-};
-
-//-----------------------------------------------------------------------------
-// fxFoliageReplicator
-//-----------------------------------------------------------------------------
-new ShaderData( fxFoliageReplicatorShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/fxFoliageReplicatorV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/fxFoliageReplicatorP.glsl";
-
- samplerNames[0] = "$diffuseMap";
- samplerNames[1] = "$alphaMap";
-
- pixVersion = 1.4;
-};
-
-singleton ShaderData( VolumetricFogDeferredShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreP.glsl";
-
- pixVersion = 3.0;
-};
-singleton ShaderData( VolumetricFogShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogP.glsl";
-
- samplerNames[0] = "$deferredTex";
- samplerNames[1] = "$depthBuffer";
- samplerNames[2] = "$frontBuffer";
- samplerNames[3] = "$density";
-
- pixVersion = 3.0;
-};
-singleton ShaderData( VolumetricFogReflectionShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogRefl.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogRefl.glsl";
-
- pixVersion = 3.0;
-};
-singleton ShaderData( CubemapSaveShader )
-{
- DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
- DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
-
- OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
- OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
-
- samplerNames[0] = "$cubemapTex";
-
- pixVersion = 3.0;
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/gfxData/terrainBlock.cs b/Templates/BaseGame/game/core/gfxData/terrainBlock.cs
deleted file mode 100644
index 69802b1da..000000000
--- a/Templates/BaseGame/game/core/gfxData/terrainBlock.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-/// Used when generating the blended base texture.
-singleton ShaderData( TerrainBlendShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/terrain/blendV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/terrain/blendP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/terrain/gl/blendV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/terrain/gl/blendP.glsl";
-
- samplerNames[0] = "layerTex";
- samplerNames[1] = "textureMap";
-
- pixVersion = 2.0;
-};
diff --git a/Templates/BaseGame/game/core/gfxData/water.cs b/Templates/BaseGame/game/core/gfxData/water.cs
deleted file mode 100644
index ec5e4be71..000000000
--- a/Templates/BaseGame/game/core/gfxData/water.cs
+++ /dev/null
@@ -1,208 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-
-//-----------------------------------------------------------------------------
-// Water
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( WaterShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/water/waterV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/water/waterP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/water/gl/waterV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/water/gl/waterP.glsl";
-
- samplerNames[0] = "$bumpMap"; // noise
- samplerNames[1] = "$deferredTex"; // #deferred
- samplerNames[2] = "$reflectMap"; // $reflectbuff
- samplerNames[3] = "$refractBuff"; // $backbuff
- samplerNames[4] = "$skyMap"; // $cubemap
- samplerNames[5] = "$foamMap"; // foam
- samplerNames[6] = "$depthGradMap"; // depthMap ( color gradient )
-
- pixVersion = 3.0;
-};
-
-new GFXSamplerStateData(WaterSampler)
-{
- textureColorOp = GFXTOPModulate;
- addressModeU = GFXAddressWrap;
- addressModeV = GFXAddressWrap;
- addressModeW = GFXAddressWrap;
- magFilter = GFXTextureFilterLinear;
- minFilter = GFXTextureFilterAnisotropic;
- mipFilter = GFXTextureFilterLinear;
- maxAnisotropy = 4;
-};
-
-singleton GFXStateBlockData( WaterStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = WaterSampler; // noise
- samplerStates[1] = SamplerClampPoint; // #deferred
- samplerStates[2] = SamplerClampLinear; // $reflectbuff
- samplerStates[3] = SamplerClampPoint; // $backbuff
- samplerStates[4] = SamplerWrapLinear; // $cubemap
- samplerStates[5] = SamplerWrapLinear; // foam
- samplerStates[6] = SamplerClampLinear; // depthMap ( color gradient )
- cullDefined = true;
- cullMode = "GFXCullCCW";
-};
-
-singleton GFXStateBlockData( UnderWaterStateBlock : WaterStateBlock )
-{
- cullMode = "GFXCullCW";
-};
-
-singleton CustomMaterial( WaterMat )
-{
- sampler["deferredTex"] = "#deferred";
- sampler["reflectMap"] = "$reflectbuff";
- sampler["refractBuff"] = "$backbuff";
- // These samplers are set in code not here.
- // This is to allow different WaterObject instances
- // to use this same material but override these textures
- // per instance.
- //sampler["bumpMap"] = "";
- //sampler["skyMap"] = "";
- //sampler["foamMap"] = "";
- //sampler["depthGradMap"] = "";
-
- shader = WaterShader;
- stateBlock = WaterStateBlock;
- version = 3.0;
-
- useAnisotropic[0] = true;
-};
-
-//-----------------------------------------------------------------------------
-// Underwater
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( UnderWaterShader : WaterShader )
-{
- defines = "UNDERWATER";
-};
-
-singleton CustomMaterial( UnderwaterMat )
-{
- // These samplers are set in code not here.
- // This is to allow different WaterObject instances
- // to use this same material but override these textures
- // per instance.
- //sampler["bumpMap"] = "core/art/water/noise02";
- //sampler["foamMap"] = "core/art/water/foam";
-
- sampler["deferredTex"] = "#deferred";
- sampler["refractBuff"] = "$backbuff";
-
- shader = UnderWaterShader;
- stateBlock = UnderWaterStateBlock;
- specular = "0.75 0.75 0.75 1.0";
- specularPower = 48.0;
- version = 3.0;
-};
-
-//-----------------------------------------------------------------------------
-// Basic Water
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( WaterBasicShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/water/waterBasicV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/water/waterBasicP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/water/gl/waterBasicV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/water/gl/waterBasicP.glsl";
-
- samplerNames[0] = "$bumpMap";
- samplerNames[2] = "$reflectMap";
- samplerNames[3] = "$refractBuff";
- samplerNames[4] = "$skyMap";
- samplerNames[5] = "$depthGradMap";
-
- pixVersion = 2.0;
-};
-
-singleton GFXStateBlockData( WaterBasicStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = WaterSampler; // noise
- samplerStates[2] = SamplerClampLinear; // $reflectbuff
- samplerStates[3] = SamplerClampPoint; // $backbuff
- samplerStates[4] = SamplerWrapLinear; // $cubemap
- cullDefined = true;
- cullMode = "GFXCullCCW";
-};
-
-singleton GFXStateBlockData( UnderWaterBasicStateBlock : WaterBasicStateBlock )
-{
- cullMode = "GFXCullCW";
-};
-
-singleton CustomMaterial( WaterBasicMat )
-{
- // These samplers are set in code not here.
- // This is to allow different WaterObject instances
- // to use this same material but override these textures
- // per instance.
- //sampler["bumpMap"] = "core/art/water/noise02";
- //sampler["skyMap"] = "$cubemap";
-
- //sampler["deferredTex"] = "#deferred";
- sampler["reflectMap"] = "$reflectbuff";
- sampler["refractBuff"] = "$backbuff";
-
- cubemap = NewLevelSkyCubemap;
- shader = WaterBasicShader;
- stateBlock = WaterBasicStateBlock;
- version = 2.0;
-};
-
-//-----------------------------------------------------------------------------
-// Basic UnderWater
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( UnderWaterBasicShader : WaterBasicShader)
-{
- defines = "UNDERWATER";
-};
-
-singleton CustomMaterial( UnderwaterBasicMat )
-{
- // These samplers are set in code not here.
- // This is to allow different WaterObject instances
- // to use this same material but override these textures
- // per instance.
- //sampler["bumpMap"] = "core/art/water/noise02";
- //samplers["skyMap"] = "$cubemap";
-
- //sampler["deferredTex"] = "#deferred";
- sampler["refractBuff"] = "$backbuff";
-
- shader = UnderWaterBasicShader;
- stateBlock = UnderWaterBasicStateBlock;
- version = 2.0;
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/gfxprofile/D3D9.ATITechnologiesInc.cs b/Templates/BaseGame/game/core/gfxprofile/D3D9.ATITechnologiesInc.cs
deleted file mode 100644
index 10c6bdf5b..000000000
--- a/Templates/BaseGame/game/core/gfxprofile/D3D9.ATITechnologiesInc.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// ATI Vendor Profile Script
-//
-// This script is responsible for setting global
-// capability strings based on the nVidia vendor.
-
-if(GFXCardProfiler::getVersion() < 64.44)
-{
- $GFX::OutdatedDrivers = true;
- $GFX::OutdatedDriversLink = "You can get newer drivers here..";
-}
-else
-{
- $GFX::OutdatedDrivers = false;
-}
diff --git a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.GeForce8600.cs b/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.GeForce8600.cs
deleted file mode 100644
index 328788dac..000000000
--- a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.GeForce8600.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// nVidia Vendor Profile Script
-//
-// This script is responsible for setting global
-// capability strings based on the nVidia vendor.
-
-if(GFXCardProfiler::getVersion() < 1.2)
-{
- $GFX::OutdatedDrivers = true;
- $GFX::OutdatedDriversLink = "You can get newer drivers here..";
-}
-else
-{
- $GFX::OutdatedDrivers = false;
-}
diff --git a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs b/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs
deleted file mode 100644
index 5681b2f6d..000000000
--- a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.QuadroFXGo1000.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// nVidia Vendor Profile Script
-//
-// This script is responsible for setting global
-// capability strings based on the nVidia vendor.
-
-if(GFXCardProfiler::getVersion() < 53.82)
-{
- $GFX::OutdatedDrivers = true;
- $GFX::OutdatedDriversLink = "You can get newer drivers here..";
-}
-else
-{
- $GFX::OutdatedDrivers = false;
-}
-
-// Silly card has trouble with this!
-GFXCardProfiler::setCapability("autoMipmapLevel", false);
diff --git a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.cs b/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.cs
deleted file mode 100644
index b33b8d5d3..000000000
--- a/Templates/BaseGame/game/core/gfxprofile/D3D9.NVIDIA.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// nVidia Vendor Profile Script
-//
-// This script is responsible for setting global
-// capability strings based on the nVidia vendor.
-
-if(GFXCardProfiler::getVersion() < 56.72)
-{
- $GFX::OutdatedDrivers = true;
- $GFX::OutdatedDriversLink = "You can get newer drivers here..";
-}
-else
-{
- $GFX::OutdatedDrivers = false;
-}
diff --git a/Templates/BaseGame/game/core/gfxprofile/D3D9.cs b/Templates/BaseGame/game/core/gfxprofile/D3D9.cs
deleted file mode 100644
index e1e299341..000000000
--- a/Templates/BaseGame/game/core/gfxprofile/D3D9.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Direct3D 9 Renderer Profile Script
-//
-// This script is responsible for setting global
-// capability strings based on the D3D9 renderer type.
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/globals.cs b/Templates/BaseGame/game/core/globals.cs
deleted file mode 100644
index d4e4f1ca3..000000000
--- a/Templates/BaseGame/game/core/globals.cs
+++ /dev/null
@@ -1,102 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// DInput keyboard, mouse, and joystick prefs
-// ----------------------------------------------------------------------------
-
-$pref::Input::MouseEnabled = 1;
-$pref::Input::LinkMouseSensitivity = 1;
-$pref::Input::KeyboardEnabled = 1;
-$pref::Input::KeyboardTurnSpeed = 0.1;
-$pref::Input::JoystickEnabled = 0;
-
-// ----------------------------------------------------------------------------
-// Video Preferences
-// ----------------------------------------------------------------------------
-
-// Set directory paths for various data or default images.
-$pref::Video::ProfilePath = "core/gfxprofile";
-$pref::Video::missingTexturePath = "core/images/missingTexture.png";
-$pref::Video::unavailableTexturePath = "core/images/unavailable.png";
-$pref::Video::warningTexturePath = "core/images/warnMat.dds";
-
-$pref::Video::disableVerticalSync = 1;
-$pref::Video::mode = "800 600 false 32 60 4";
-$pref::Video::defaultFenceCount = 0;
-
-// This disables the hardware FSAA/MSAA so that we depend completely on the FXAA
-// post effect which works on all cards and in deferred mode. Note that the new
-// Intel Hybrid graphics on laptops will fail to initialize when hardware AA is
-// enabled... so you've been warned.
-$pref::Video::disableHardwareAA = true;
-
-$pref::Video::disableNormalmapping = false;
-$pref::Video::disablePixSpecular = false;
-$pref::Video::disableCubemapping = false;
-$pref::Video::disableParallaxMapping = false;
-
-// The number of mipmap levels to drop on loaded textures to reduce video memory
-// usage. It will skip any textures that have been defined as not allowing down
-// scaling.
-$pref::Video::textureReductionLevel = 0;
-
-$pref::Video::defaultAnisotropy = 1;
-//$pref::Video::Gamma = 1.0;
-
-/// AutoDetect graphics quality levels the next startup.
-$pref::Video::autoDetect = 1;
-
-// ----------------------------------------------------------------------------
-// Shader stuff
-// ----------------------------------------------------------------------------
-
-// This is the path used by ShaderGen to cache procedural shaders. If left
-// blank ShaderGen will only cache shaders to memory and not to disk.
-$shaderGen::cachePath = "data/shaderCache";
-
-// Uncomment to disable ShaderGen, useful when debugging
-//$ShaderGen::GenNewShaders = false;
-
-// Uncomment to dump disassembly for any shader that is compiled to disk. These
-// will appear as shadername_dis.txt in the same path as the shader file.
-//$gfx::disassembleAllShaders = true;
-
-// ----------------------------------------------------------------------------
-// Lighting and shadowing
-// ----------------------------------------------------------------------------
-
-// Uncomment to enable AdvancedLighting on the Mac (T3D 2009 Beta 3)
-//$pref::machax::enableAdvancedLighting = true;
-
-$sceneLighting::cacheSize = 20000;
-$sceneLighting::purgeMethod = "lastCreated";
-$sceneLighting::cacheLighting = 1;
-
-$pref::Shadows::textureScalar = 1.0;
-$pref::Shadows::disable = false;
-
-// Sets the shadow filtering mode.
-// None - Disables filtering.
-// SoftShadow - Does a simple soft shadow
-// SoftShadowHighQuality
-$pref::Shadows::filterMode = "SoftShadow";
diff --git a/Templates/BaseGame/game/core/helperFunctions.cs b/Templates/BaseGame/game/core/helperFunctions.cs
deleted file mode 100644
index 1b98f1ea5..000000000
--- a/Templates/BaseGame/game/core/helperFunctions.cs
+++ /dev/null
@@ -1,1158 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-//------------------------------------------------------------------------------
-// Check if a script file exists, compiled or not.
-function isScriptFile(%path)
-{
- if( isFile(%path @ ".dso") || isFile(%path) )
- return true;
-
- return false;
-}
-
-function loadMaterials()
-{
- // Load any materials files for which we only have DSOs.
-
- for( %file = findFirstFile( "*/materials.cs.dso" );
- %file !$= "";
- %file = findNextFile( "*/materials.cs.dso" ))
- {
- // Only execute, if we don't have the source file.
- %csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
- if( !isFile( %csFileName ) )
- exec( %csFileName );
- }
-
- // Load all source material files.
-
- for( %file = findFirstFile( "*/materials.cs" );
- %file !$= "";
- %file = findNextFile( "*/materials.cs" ))
- {
- exec( %file );
- }
-
- // Load all materials created by the material editor if
- // the folder exists
- if( IsDirectory( "materialEditor" ) )
- {
- for( %file = findFirstFile( "materialEditor/*.cs.dso" );
- %file !$= "";
- %file = findNextFile( "materialEditor/*.cs.dso" ))
- {
- // Only execute, if we don't have the source file.
- %csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
- if( !isFile( %csFileName ) )
- exec( %csFileName );
- }
-
- for( %file = findFirstFile( "materialEditor/*.cs" );
- %file !$= "";
- %file = findNextFile( "materialEditor/*.cs" ))
- {
- exec( %file );
- }
- }
-}
-
-function reloadMaterials()
-{
- reloadTextures();
- loadMaterials();
- reInitMaterials();
-}
-
-function loadDatablockFiles( %datablockFiles, %recurse )
-{
- if ( %recurse )
- {
- recursiveLoadDatablockFiles( %datablockFiles, 9999 );
- return;
- }
-
- %count = %datablockFiles.count();
- for ( %i=0; %i < %count; %i++ )
- {
- %file = %datablockFiles.getKey( %i );
- if ( !isFile(%file @ ".dso") && !isFile(%file) )
- continue;
-
- exec( %file );
- }
-
- // Destroy the incoming list.
- //%datablockFiles.delete();
-}
-
-function recursiveLoadDatablockFiles( %datablockFiles, %previousErrors )
-{
- %reloadDatablockFiles = new ArrayObject();
-
- // Keep track of the number of datablocks that
- // failed during this pass.
- %failedDatablocks = 0;
-
- // Try re-executing the list of datablock files.
- %count = %datablockFiles.count();
- for ( %i=0; %i < %count; %i++ )
- {
- %file = %datablockFiles.getKey( %i );
- if ( !isFile(%file @ ".dso") && !isFile(%file) )
- continue;
-
- // Start counting copy constructor creation errors.
- $Con::objectCopyFailures = 0;
-
- exec( %file );
-
- // If errors occured then store this file for re-exec later.
- if ( $Con::objectCopyFailures > 0 )
- {
- %reloadDatablockFiles.add( %file );
- %failedDatablocks = %failedDatablocks + $Con::objectCopyFailures;
- }
- }
-
- // Clear the object copy failure counter so that
- // we get console error messages again.
- $Con::objectCopyFailures = -1;
-
- // Delete the old incoming list... we're done with it.
- //%datablockFiles.delete();
-
- // If we still have datablocks to retry.
- %newCount = %reloadDatablockFiles.count();
- if ( %newCount > 0 )
- {
- // If the datablock failures have not been reduced
- // from the last pass then we must have a real syntax
- // error and not just a bad dependancy.
- if ( %previousErrors > %failedDatablocks )
- recursiveLoadDatablockFiles( %reloadDatablockFiles, %failedDatablocks );
-
- else
- {
- // Since we must have real syntax errors do one
- // last normal exec to output error messages.
- loadDatablockFiles( %reloadDatablockFiles, false );
- }
-
- return;
- }
-
- // Cleanup the empty reload list.
- %reloadDatablockFiles.delete();
-}
-
-function getUserPath()
-{
- %temp = getUserHomeDirectory();
- echo(%temp);
- if(!isDirectory(%temp))
- {
- %temp = getUserDataDirectory();
- echo(%temp);
- if(!isDirectory(%temp))
- {
- %userPath = "data";
- }
- else
- {
- //put it in appdata/roaming
- %userPath = %temp @ "/" @ $appName;
- }
- }
- else
- {
- //put it in user/documents
- %userPath = %temp @ "/" @ $appName;
- }
- return %userPath;
-}
-
-function getPrefpath()
-{
- $prefPath = getUserPath() @ "/preferences";
- return $prefPath;
-}
-
-function updateTSShapeLoadProgress(%progress, %msg)
-{
- // Check if the loading GUI is visible and use that instead of the
- // separate import progress GUI if possible
- /* if ( isObject(LoadingGui) && LoadingGui.isAwake() )
- {
- // Save/Restore load progress at the start/end of the import process
- if ( %progress == 0 )
- {
- ColladaImportProgress.savedProgress = LoadingProgress.getValue();
- ColladaImportProgress.savedText = LoadingProgressTxt.getValue();
-
- ColladaImportProgress.msgPrefix = "Importing " @ %msg;
- %msg = "Reading file into memory...";
- }
- else if ( %progress == 1.0 )
- {
- LoadingProgress.setValue( ColladaImportProgress.savedProgress );
- LoadingProgressTxt.setValue( ColladaImportProgress.savedText );
- }
-
- %msg = ColladaImportProgress.msgPrefix @ ": " @ %msg;
-
- %progressCtrl = LoadingProgress;
- %textCtrl = LoadingProgressTxt;
- }
- else
- {
- //it's probably the editors using it
- if(isFunction("updateToolTSShapeLoadProgress"))
- {
- updateToolTSShapeLoadProgress(%progress, %msg);
- }
- }
-
- // Update progress indicators
- if (%progress == 0)
- {
- %progressCtrl.setValue(0.001);
- %textCtrl.setText(%msg);
- }
- else if (%progress != 1.0)
- {
- %progressCtrl.setValue(%progress);
- %textCtrl.setText(%msg);
- }
-
- Canvas.repaint(33);*/
-}
-
-/// A helper function which will return the ghosted client object
-/// from a server object when connected to a local server.
-function serverToClientObject( %serverObject )
-{
- assert( isObject( LocalClientConnection ), "serverToClientObject() - No local client connection found!" );
- assert( isObject( ServerConnection ), "serverToClientObject() - No server connection found!" );
-
- %ghostId = LocalClientConnection.getGhostId( %serverObject );
- if ( %ghostId == -1 )
- return 0;
-
- return ServerConnection.resolveGhostID( %ghostId );
-}
-
-//----------------------------------------------------------------------------
-// Debug commands
-//----------------------------------------------------------------------------
-
-function netSimulateLag( %msDelay, %packetLossPercent )
-{
- if ( %packetLossPercent $= "" )
- %packetLossPercent = 0;
-
- commandToServer( 'NetSimulateLag', %msDelay, %packetLossPercent );
-}
-
-//Various client functions
-
-function validateDatablockName(%name)
-{
- // remove whitespaces at beginning and end
- %name = trim( %name );
-
- // remove numbers at the beginning
- %numbers = "0123456789";
- while( strlen(%name) > 0 )
- {
- // the first character
- %firstChar = getSubStr( %name, 0, 1 );
- // if the character is a number remove it
- if( strpos( %numbers, %firstChar ) != -1 )
- {
- %name = getSubStr( %name, 1, strlen(%name) -1 );
- %name = ltrim( %name );
- }
- else
- break;
- }
-
- // replace whitespaces with underscores
- %name = strreplace( %name, " ", "_" );
-
- // remove any other invalid characters
- %invalidCharacters = "-+*/%$&§=()[].?\"#,;!~<>|°^{}";
- %name = stripChars( %name, %invalidCharacters );
-
- if( %name $= "" )
- %name = "Unnamed";
-
- return %name;
-}
-
-//--------------------------------------------------------------------------
-// Finds location of %word in %text, starting at %start. Works just like strPos
-//--------------------------------------------------------------------------
-
-function wordPos(%text, %word, %start)
-{
- if (%start $= "") %start = 0;
-
- if (strpos(%text, %word, 0) == -1) return -1;
- %count = getWordCount(%text);
- if (%start >= %count) return -1;
- for (%i = %start; %i < %count; %i++)
- {
- if (getWord( %text, %i) $= %word) return %i;
- }
- return -1;
-}
-
-//--------------------------------------------------------------------------
-// Finds location of %field in %text, starting at %start. Works just like strPos
-//--------------------------------------------------------------------------
-
-function fieldPos(%text, %field, %start)
-{
- if (%start $= "") %start = 0;
-
- if (strpos(%text, %field, 0) == -1) return -1;
- %count = getFieldCount(%text);
- if (%start >= %count) return -1;
- for (%i = %start; %i < %count; %i++)
- {
- if (getField( %text, %i) $= %field) return %i;
- }
- return -1;
-}
-
-//--------------------------------------------------------------------------
-// returns the text in a file with "\n" at the end of each line
-//--------------------------------------------------------------------------
-
-function loadFileText( %file)
-{
- %fo = new FileObject();
- %fo.openForRead(%file);
- %text = "";
- while(!%fo.isEOF())
- {
- %text = %text @ %fo.readLine();
- if (!%fo.isEOF()) %text = %text @ "\n";
- }
-
- %fo.delete();
- return %text;
-}
-
-function setValueSafe(%dest, %val)
-{
- %cmd = %dest.command;
- %alt = %dest.altCommand;
- %dest.command = "";
- %dest.altCommand = "";
-
- %dest.setValue(%val);
-
- %dest.command = %cmd;
- %dest.altCommand = %alt;
-}
-
-function shareValueSafe(%source, %dest)
-{
- setValueSafe(%dest, %source.getValue());
-}
-
-function shareValueSafeDelay(%source, %dest, %delayMs)
-{
- schedule(%delayMs, 0, shareValueSafe, %source, %dest);
-}
-
-
-//------------------------------------------------------------------------------
-// An Aggregate Control is a plain GuiControl that contains other controls,
-// which all share a single job or represent a single value.
-//------------------------------------------------------------------------------
-
-// AggregateControl.setValue( ) propagates the value to any control that has an
-// internal name.
-function AggregateControl::setValue(%this, %val, %child)
-{
- for(%i = 0; %i < %this.getCount(); %i++)
- {
- %obj = %this.getObject(%i);
- if( %obj == %child )
- continue;
-
- if(%obj.internalName !$= "")
- setValueSafe(%obj, %val);
- }
-}
-
-// AggregateControl.getValue() uses the value of the first control that has an
-// internal name, if it has not cached a value via .setValue
-function AggregateControl::getValue(%this)
-{
- for(%i = 0; %i < %this.getCount(); %i++)
- {
- %obj = %this.getObject(%i);
- if(%obj.internalName !$= "")
- {
- //error("obj = " @ %obj.getId() @ ", " @ %obj.getName() @ ", " @ %obj.internalName );
- //error(" value = " @ %obj.getValue());
- return %obj.getValue();
- }
- }
-}
-
-// AggregateControl.updateFromChild( ) is called by child controls to propagate
-// a new value, and to trigger the onAction() callback.
-function AggregateControl::updateFromChild(%this, %child)
-{
- %val = %child.getValue();
- if(%val == mCeil(%val)){
- %val = mCeil(%val);
- }else{
- if ( %val <= -100){
- %val = mCeil(%val);
- }else if ( %val <= -10){
- %val = mFloatLength(%val, 1);
- }else if ( %val < 0){
- %val = mFloatLength(%val, 2);
- }else if ( %val >= 1000){
- %val = mCeil(%val);
- }else if ( %val >= 100){
- %val = mFloatLength(%val, 1);
- }else if ( %val >= 10){
- %val = mFloatLength(%val, 2);
- }else if ( %val > 0){
- %val = mFloatLength(%val, 3);
- }
- }
- %this.setValue(%val, %child);
- %this.onAction();
-}
-
-// default onAction stub, here only to prevent console spam warnings.
-function AggregateControl::onAction(%this)
-{
-}
-
-// call a method on all children that have an internalName and that implement the method.
-function AggregateControl::callMethod(%this, %method, %args)
-{
- for(%i = 0; %i < %this.getCount(); %i++)
- {
- %obj = %this.getObject(%i);
- if(%obj.internalName !$= "" && %obj.isMethod(%method))
- eval(%obj @ "." @ %method @ "( " @ %args @ " );");
- }
-
-}
-
-//------------------------------------------------------------------------------
-// Altered Version of TGB's QuickEditDropDownTextEditCtrl
-//------------------------------------------------------------------------------
-function QuickEditDropDownTextEditCtrl::onRenameItem( %this )
-{
-}
-
-function QuickEditDropDownTextEditCtrl::updateFromChild( %this, %ctrl )
-{
- if( %ctrl.internalName $= "PopUpMenu" )
- {
- %this->TextEdit.setText( %ctrl.getText() );
- }
- else if ( %ctrl.internalName $= "TextEdit" )
- {
- %popup = %this->PopupMenu;
- %popup.changeTextById( %popup.getSelected(), %ctrl.getText() );
- %this.onRenameItem();
- }
-}
-
-// Writes out all script functions to a file.
-function writeOutFunctions()
-{
- new ConsoleLogger(logger, "scriptFunctions.txt", false);
- dumpConsoleFunctions();
- logger.delete();
-}
-
-// Writes out all script classes to a file.
-function writeOutClasses()
-{
- new ConsoleLogger(logger, "scriptClasses.txt", false);
- dumpConsoleClasses();
- logger.delete();
-}
-
-//
-function compileFiles(%pattern)
-{
- %path = filePath(%pattern);
-
- %saveDSO = $Scripts::OverrideDSOPath;
- %saveIgnore = $Scripts::ignoreDSOs;
-
- $Scripts::OverrideDSOPath = %path;
- $Scripts::ignoreDSOs = false;
- %mainCsFile = makeFullPath("main.cs");
-
- for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
- {
- // we don't want to try and compile the primary main.cs
- if(%mainCsFile !$= %file)
- compile(%file, true);
- }
-
- $Scripts::OverrideDSOPath = %saveDSO;
- $Scripts::ignoreDSOs = %saveIgnore;
-
-}
-
-function displayHelp()
-{
- // Notes on logmode: console logging is written to console.log.
- // -log 0 disables console logging.
- // -log 1 appends to existing logfile; it also closes the file
- // (flushing the write buffer) after every write.
- // -log 2 overwrites any existing logfile; it also only closes
- // the logfile when the application shuts down. (default)
-
- error(
- "Torque Demo command line options:\n"@
- " -log Logging behavior; see main.cs comments for details\n"@
- " -game Reset list of mods to only contain \n"@
- " Works like the -game argument\n"@
- " -dir Add to list of directories\n"@
- " -console Open a separate console\n"@
- " -jSave Record a journal\n"@
- " -jPlay Play back a journal\n"@
- " -help Display this help message\n"
- );
-}
-
-// Execute startup scripts for each mod, starting at base and working up
-function loadDir(%dir)
-{
- pushback($userDirs, %dir, ";");
-
- if (isScriptFile(%dir @ "/main.cs"))
- exec(%dir @ "/main.cs");
-}
-
-function loadDirs(%dirPath)
-{
- %dirPath = nextToken(%dirPath, token, ";");
- if (%dirPath !$= "")
- loadDirs(%dirPath);
-
- if(exec(%token @ "/main.cs") != true)
- {
- error("Error: Unable to find specified directory: " @ %token );
- $dirCount--;
- }
-}
-
-//------------------------------------------------------------------------------
-// Utility remap functions:
-//------------------------------------------------------------------------------
-
-function ActionMap::copyBind( %this, %otherMap, %command )
-{
- if ( !isObject( %otherMap ) )
- {
- error( "ActionMap::copyBind - \"" @ %otherMap @ "\" is not an object!" );
- return;
- }
-
- %bind = %otherMap.getBinding( %command );
- if ( %bind !$= "" )
- {
- %device = getField( %bind, 0 );
- %action = getField( %bind, 1 );
- %flags = %otherMap.isInverted( %device, %action ) ? "SDI" : "SD";
- %deadZone = %otherMap.getDeadZone( %device, %action );
- %scale = %otherMap.getScale( %device, %action );
- %this.bind( %device, %action, %flags, %deadZone, %scale, %command );
- }
-}
-
-//------------------------------------------------------------------------------
-function ActionMap::blockBind( %this, %otherMap, %command )
-{
- if ( !isObject( %otherMap ) )
- {
- error( "ActionMap::blockBind - \"" @ %otherMap @ "\" is not an object!" );
- return;
- }
-
- %bind = %otherMap.getBinding( %command );
- if ( %bind !$= "" )
- %this.bind( getField( %bind, 0 ), getField( %bind, 1 ), "" );
-}
-
-//Dev helpers
-/// Shortcut for typing dbgSetParameters with the default values torsion uses.
-function dbgTorsion()
-{
- dbgSetParameters( 6060, "password", false );
-}
-
-/// Reset the input state to a default of all-keys-up.
-/// A helpful remedy for when Torque misses a button up event do to your breakpoints
-/// and can't stop shooting / jumping / strafing.
-function mvReset()
-{
- for ( %i = 0; %i < 6; %i++ )
- setVariable( "mvTriggerCount" @ %i, 0 );
-
- $mvUpAction = 0;
- $mvDownAction = 0;
- $mvLeftAction = 0;
- $mvRightAction = 0;
-
- // There are others.
-}
-
-//Persistance Manager tests
-
-new PersistenceManager(TestPManager);
-
-function runPManTest(%test)
-{
- if (!isObject(TestPManager))
- return;
-
- if (%test $= "")
- %test = 100;
-
- switch(%test)
- {
- case 0:
- TestPManager.testFieldUpdates();
- case 1:
- TestPManager.testObjectRename();
- case 2:
- TestPManager.testNewObject();
- case 3:
- TestPManager.testNewGroup();
- case 4:
- TestPManager.testMoveObject();
- case 5:
- TestPManager.testObjectRemove();
- case 100:
- TestPManager.testFieldUpdates();
- TestPManager.testObjectRename();
- TestPManager.testNewObject();
- TestPManager.testNewGroup();
- TestPManager.testMoveObject();
- TestPManager.testObjectRemove();
- }
-}
-
-function TestPManager::testFieldUpdates(%doNotSave)
-{
- // Set some objects as dirty
- TestPManager.setDirty(AudioGui);
- TestPManager.setDirty(AudioSim);
- TestPManager.setDirty(AudioMessage);
-
- // Alter some of the existing fields
- AudioEffect.isLooping = true;
- AudioMessage.isLooping = true;
- AudioEffect.is3D = true;
-
- // Test removing a field
- TestPManager.removeField(AudioGui, "isLooping");
-
- // Alter some of the persistent fields
- AudioGui.referenceDistance = 0.8;
- AudioMessage.referenceDistance = 0.8;
-
- // Add some new dynamic fields
- AudioGui.foo = "bar";
- AudioEffect.foo = "bar";
-
- // Remove an object from the dirty list
- // It shouldn't get updated in the file
- TestPManager.removeDirty(AudioEffect);
-
- // Dirty an object in another file as well
- TestPManager.setDirty(WarningMaterial);
-
- // Update a field that doesn't exist
- WarningMaterial.glow[0] = true;
-
- // Drity another object to test for crashes
- // when a dirty object is deleted
- TestPManager.setDirty(SFXPausedSet);
-
- // Delete the object
- SFXPausedSet.delete();
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-}
-
-function TestPManager::testObjectRename(%doNotSave)
-{
- // Flag an object as dirty
- if (isObject(AudioGui))
- TestPManager.setDirty(AudioGui);
- else if (isObject(AudioGuiFoo))
- TestPManager.setDirty(AudioGuiFoo);
-
- // Rename it
- if (isObject(AudioGui))
- AudioGui.setName(AudioGuiFoo);
- else if (isObject(AudioGuiFoo))
- AudioGuiFoo.setName(AudioGui);
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-}
-
-function TestPManager::testNewObject(%doNotSave)
-{
- // Test adding a new named object
- new SFXDescription(AudioNew)
- {
- volume = 0.5;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 2;
- };
-
- // Flag it as dirty
- TestPManager.setDirty(AudioNew, "core/scripts/client/audio.cs");
-
- // Test adding a new unnamed object
- %obj = new SFXDescription()
- {
- volume = 0.75;
- isLooping = true;
- bar = 3;
- };
-
- // Flag it as dirty
- TestPManager.setDirty(%obj, "core/scripts/client/audio.cs");
-
- // Test adding an "empty" object
- new SFXDescription(AudioEmpty);
-
- TestPManager.setDirty(AudioEmpty, "core/scripts/client/audio.cs");
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-}
-
-function TestPManager::testNewGroup(%doNotSave)
-{
- // Test adding a new named SimGroup
- new SimGroup(TestGroup)
- {
- foo = "bar";
-
- new SFXDescription(TestObject)
- {
- volume = 0.5;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 1;
- };
- new SimGroup(SubGroup)
- {
- foo = 2;
-
- new SFXDescription(SubObject)
- {
- volume = 0.5;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 3;
- };
- };
- };
-
- // Flag this as dirty
- TestPManager.setDirty(TestGroup, "core/scripts/client/audio.cs");
-
- // Test adding a new unnamed SimGroup
- %group = new SimGroup()
- {
- foo = "bar";
-
- new SFXDescription()
- {
- volume = 0.75;
- channel = $GuiAudioType;
- foo = 4;
- };
- new SimGroup()
- {
- foo = 5;
-
- new SFXDescription()
- {
- volume = 0.75;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 6;
- };
- };
- };
-
- // Flag this as dirty
- TestPManager.setDirty(%group, "core/scripts/client/audio.cs");
-
- // Test adding a new unnamed SimSet
- %set = new SimSet()
- {
- foo = "bar";
-
- new SFXDescription()
- {
- volume = 0.75;
- channel = $GuiAudioType;
- foo = 7;
- };
- new SimGroup()
- {
- foo = 8;
-
- new SFXDescription()
- {
- volume = 0.75;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 9;
- };
- };
- };
-
- // Flag this as dirty
- TestPManager.setDirty(%set, "core/scripts/client/audio.cs");
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-}
-
-function TestPManager::testMoveObject(%doNotSave)
-{
- // First add a couple of groups to the file
- new SimGroup(MoveGroup1)
- {
- foo = "bar";
-
- new SFXDescription(MoveObject1)
- {
- volume = 0.5;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 1;
- };
-
- new SimSet(SubGroup1)
- {
- new SFXDescription(SubObject1)
- {
- volume = 0.75;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 2;
- };
- };
- };
-
- // Flag this as dirty
- TestPManager.setDirty(MoveGroup1, "core/scripts/client/audio.cs");
-
- new SimGroup(MoveGroup2)
- {
- foo = "bar";
-
- new SFXDescription(MoveObject2)
- {
- volume = 0.5;
- isLooping = true;
- channel = $GuiAudioType;
- foo = 3;
- };
- };
-
- // Flag this as dirty
- TestPManager.setDirty(MoveGroup2, "core/scripts/client/audio.cs");
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-
- // Set them as dirty again
- TestPManager.setDirty(MoveGroup1);
- TestPManager.setDirty(MoveGroup2);
-
- // Give the subobject an new value
- MoveObject1.foo = 4;
-
- // Move it into the other group
- MoveGroup1.add(MoveObject2);
-
- // Switch the other subobject
- MoveGroup2.add(MoveObject1);
-
- // Also add a new unnamed object to one of the groups
- %obj = new SFXDescription()
- {
- volume = 0.75;
- isLooping = true;
- bar = 5;
- };
-
- MoveGroup1.add(%obj);
-
- // Unless %doNotSave is set (by a batch/combo test)
- // then go ahead and save now
- if (!%doNotSave)
- TestPManager.saveDirty();
-}
-
-function TestPManager::testObjectRemove(%doNotSave)
-{
- TestPManager.removeObjectFromFile(AudioSim);
-}
-
-//Game Object management
-function findGameObject(%name)
-{
- //find all GameObjectAssets
- %assetQuery = new AssetQuery();
- if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
- return 0; //if we didn't find ANY, just exit
-
- %count = %assetQuery.getCount();
-
- for(%i=0; %i < %count; %i++)
- {
- %assetId = %assetQuery.getAsset(%i);
-
- %assetName = AssetDatabase.getAssetName(%assetId);
-
- if(%assetName $= %name)
- {
- %gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
-
- %assetQuery.delete();
- return %gameObjectAsset;
- }
- }
-
- %assetQuery.delete();
- return 0;
-}
-
-function spawnGameObject(%name, %addToMissionGroup)
-{
- if(%addToMissionGroup $= "")
- %addToMissionGroup = true;
-
- //First, check if this already exists in our GameObjectPool
- if(isObject(GameObjectPool))
- {
- %goCount = GameObjectPool.countKey(%name);
-
- //if we have some already in the pool, pull it out and use that
- if(%goCount != 0)
- {
- %goIdx = GameObjectPool.getIndexFromKey(%name);
- %go = GameObjectPool.getValue(%goIdx);
-
- %go.setHidden(false);
- %go.setScopeAlways();
-
- if(%addToMissionGroup == true) //save instance when saving level
- MissionGroup.add(%go);
- else // clear instance on level exit
- MissionCleanup.add(%go);
-
- //remove from the object pool's list
- GameObjectPool.erase(%goIdx);
-
- return %go;
- }
- }
-
- //We have no existing pool, or no existing game objects of this type, so spawn a new one
-
- %gameObjectAsset = findGameObject(%name);
-
- if(isObject(%gameObjectAsset))
- {
- %newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath);
-
- if(%addToMissionGroup == true) //save instance when saving level
- MissionGroup.add(%newSGOObject);
- else // clear instance on level exit
- MissionCleanup.add(%newSGOObject);
-
- return %newSGOObject;
- }
-
- return 0;
-}
-
-function saveGameObject(%name, %tamlPath, %scriptPath)
-{
- %gameObjectAsset = findGameObject(%name);
-
- //find if it already exists. If it does, we'll update it, if it does not, we'll make a new asset
- if(isObject(%gameObjectAsset))
- {
- %assetID = %gameObjectAsset.getAssetId();
-
- %gameObjectAsset.TAMLFilePath = %tamlPath;
- %gameObjectAsset.scriptFilePath = %scriptPath;
-
- TAMLWrite(%gameObjectAsset, AssetDatabase.getAssetFilePath(%assetID));
- AssetDatabase.refreshAsset(%assetID);
- }
- else
- {
- //Doesn't exist, so make a new one
- %gameObjectAsset = new GameObjectAsset()
- {
- assetName = %name @ "Asset";
- gameObjectName = %name;
- TAMLFilePath = %tamlPath;
- scriptFilePath = %scriptPath;
- };
-
- //Save it alongside the taml file
- %path = filePath(%tamlPath);
-
- TAMLWrite(%gameObjectAsset, %path @ "/" @ %name @ ".asset.taml");
- AssetDatabase.refreshAllAssets(true);
- }
-}
-
-//Allocates a number of a game object into a pool to be pulled from as needed
-function allocateGameObjects(%name, %amount)
-{
- //First, we need to make sure our pool exists
- if(!isObject(GameObjectPool))
- {
- new ArrayObject(GameObjectPool);
- }
-
- //Next, we loop and generate our game objects, and add them to the pool
- for(%i=0; %i < %amount; %i++)
- {
- %go = spawnGameObject(%name, false);
-
- //When our object is in the pool, it's not "real", so we need to make sure
- //that we don't ghost it to clients untill we actually spawn it.
- %go.clearScopeAlways();
-
- //We also hide it, so that we don't 'exist' in the scene until we spawn
- %go.hidden = true;
-
- //Lastly, add us to the pool, with the key being our game object type
- GameObjectPool.add(%name, %go);
- }
-}
-
-function Entity::delete(%this)
-{
- //we want to intercept the delete call, and add it to our GameObjectPool
- //if it's a game object
- if(%this.gameObjectAsset !$= "")
- {
- %this.setHidden(true);
- %this.clearScopeAlways();
-
- if(!isObject(GameObjectPool))
- {
- new ArrayObject(GameObjectPool);
- }
-
- GameObjectPool.add(%this.gameObjectAsset, %this);
-
- %missionSet = %this.getGroup();
- %missionSet.remove(%this);
- }
- else
- {
- %this.superClass.delete();
- }
-}
-
-function clearGameObjectPool()
-{
- if(isObject(GameObjectPool))
- {
- %count = GameObjectPool.count();
-
- for(%i=0; %i < %count; %i++)
- {
- %go = GameObjectPool.getValue(%i);
-
- %go.superClass.delete();
- }
-
- GameObjectPool.empty();
- }
-}
-
-//
-function switchCamera(%client, %newCamEntity)
-{
- if(!isObject(%client) || !isObject(%newCamEntity))
- return error("SwitchCamera: No client or target camera!");
-
- %cam = %newCamEntity.getComponent(CameraComponent);
-
- if(!isObject(%cam))
- return error("SwitchCamera: Target camera doesn't have a camera behavior!");
-
- //TODO: Cleanup clientOwner for previous camera!
- if(%cam.clientOwner == 0 || %cam.clientOwner $= "")
- %cam.clientOwner = 0;
-
- %cam.scopeToClient(%client);
- %cam.setDirty();
-
- %client.setCameraObject(%newCamEntity);
- %client.setControlCameraFov(%cam.FOV);
-
- %client.camera = %newCamEntity;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/images/AreaMap33.dds b/Templates/BaseGame/game/core/images/AreaMap33.dds
deleted file mode 100644
index e01982a94..000000000
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diff --git a/Templates/BaseGame/game/core/images/button.png b/Templates/BaseGame/game/core/images/button.png
deleted file mode 100644
index 1c7361e25..000000000
Binary files a/Templates/BaseGame/game/core/images/button.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/caustics_1.png b/Templates/BaseGame/game/core/images/caustics_1.png
deleted file mode 100644
index 49821ad0f..000000000
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diff --git a/Templates/BaseGame/game/core/images/caustics_2.png b/Templates/BaseGame/game/core/images/caustics_2.png
deleted file mode 100644
index 99097fa0e..000000000
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diff --git a/Templates/BaseGame/game/core/images/checkbox.png b/Templates/BaseGame/game/core/images/checkbox.png
deleted file mode 100644
index 46e0ac959..000000000
Binary files a/Templates/BaseGame/game/core/images/checkbox.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/group-border.png b/Templates/BaseGame/game/core/images/group-border.png
deleted file mode 100644
index 61234ae1f..000000000
Binary files a/Templates/BaseGame/game/core/images/group-border.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/inactive-overlay.png b/Templates/BaseGame/game/core/images/inactive-overlay.png
deleted file mode 100644
index feab83209..000000000
Binary files a/Templates/BaseGame/game/core/images/inactive-overlay.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/loadingbar.png b/Templates/BaseGame/game/core/images/loadingbar.png
deleted file mode 100644
index 34f594403..000000000
Binary files a/Templates/BaseGame/game/core/images/loadingbar.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/materials.cs b/Templates/BaseGame/game/core/images/materials.cs
deleted file mode 100644
index a13c751b3..000000000
--- a/Templates/BaseGame/game/core/images/materials.cs
+++ /dev/null
@@ -1,32 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton Material( Empty )
-{
-};
-
-singleton Material(WarningMaterial) {
- detailMap[0] = "missingTexture";
- diffuseColor[0] = "25 16 0";
- emissive[0] = false;
- translucent = false;
-};
diff --git a/Templates/BaseGame/game/core/images/missingTexture.png b/Templates/BaseGame/game/core/images/missingTexture.png
deleted file mode 100644
index 80a7874da..000000000
Binary files a/Templates/BaseGame/game/core/images/missingTexture.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/noise.png b/Templates/BaseGame/game/core/images/noise.png
deleted file mode 100644
index ebff74256..000000000
Binary files a/Templates/BaseGame/game/core/images/noise.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/null_color_ramp.png b/Templates/BaseGame/game/core/images/null_color_ramp.png
deleted file mode 100644
index 5f5a52186..000000000
Binary files a/Templates/BaseGame/game/core/images/null_color_ramp.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/scrollBar.png b/Templates/BaseGame/game/core/images/scrollBar.png
deleted file mode 100644
index e8c34dc85..000000000
Binary files a/Templates/BaseGame/game/core/images/scrollBar.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/textEdit.png b/Templates/BaseGame/game/core/images/textEdit.png
deleted file mode 100644
index 5a65fac3c..000000000
Binary files a/Templates/BaseGame/game/core/images/textEdit.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/thumbHighlightButton.png b/Templates/BaseGame/game/core/images/thumbHighlightButton.png
deleted file mode 100644
index 9d83b75f3..000000000
Binary files a/Templates/BaseGame/game/core/images/thumbHighlightButton.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/unavailable.png b/Templates/BaseGame/game/core/images/unavailable.png
deleted file mode 100644
index 9d818a376..000000000
Binary files a/Templates/BaseGame/game/core/images/unavailable.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/warnMat.dds b/Templates/BaseGame/game/core/images/warnMat.dds
deleted file mode 100644
index ea99dcbd7..000000000
Binary files a/Templates/BaseGame/game/core/images/warnMat.dds and /dev/null differ
diff --git a/Templates/BaseGame/game/core/images/window.png b/Templates/BaseGame/game/core/images/window.png
deleted file mode 100644
index d9e8006e4..000000000
Binary files a/Templates/BaseGame/game/core/images/window.png and /dev/null differ
diff --git a/Templates/BaseGame/game/core/lighting.cs b/Templates/BaseGame/game/core/lighting.cs
deleted file mode 100644
index 9ece7d1a0..000000000
--- a/Templates/BaseGame/game/core/lighting.cs
+++ /dev/null
@@ -1,74 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function initLightingSystems(%manager)
-{
- echo( "\nInitializing Lighting Systems" );
-
- // First exec the scripts for the different light managers
- // in the lighting folder.
- %pattern = "./lighting/*/init.cs";
- %file = findFirstFile( %pattern );
- if ( %file $= "" )
- {
- // Try for DSOs next.
- %pattern = "./lighting/*/init.cs.dso";
- %file = findFirstFile( %pattern );
- }
-
- while( %file !$= "" )
- {
- exec( %file );
- %file = findNextFile( %pattern );
- }
-
- // Try the perfered one first.
- %success = setLightManager(%manager);
-
- // Did we completely fail to initialize a light manager?
- if (!%success)
- {
- // If we completely failed to initialize a light
- // manager then the 3d scene cannot be rendered.
- quitWithErrorMessage( "Failed to set a light manager!" );
- }
-}
-
-//---------------------------------------------------------------------------------------------
-
-function onLightManagerActivate( %lmName )
-{
- // Call activation callbacks.
- %activateNewFn = "onActivate" @ getWord( %lmName, 0 ) @ "LM";
- if( isFunction( %activateNewFn ) )
- eval( %activateNewFn @ "();" );
-}
-
-//---------------------------------------------------------------------------------------------
-
-function onLightManagerDeactivate( %lmName )
-{
- // Call deactivation callback.
- %deactivateOldFn = "onDeactivate" @ getWord( %lmName, 0 ) @ "LM";
- if( isFunction( %deactivateOldFn ) )
- eval( %deactivateOldFn @ "();" );
-}
diff --git a/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs b/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs
deleted file mode 100644
index 5dbacd2e3..000000000
--- a/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-singleton ShaderData( ClearGBufferShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredClearGBufferP.glsl";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( DeferredColorShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredColorShaderP.glsl";
-
- pixVersion = 2.0;
-};
-
-// Primary Deferred Shader
-new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock )
-{
- cullMode = GFXCullNone;
-
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendSrcAlpha;
- blendDest = GFXBlendInvSrcAlpha;
-
- samplersDefined = true;
- samplerStates[0] = SamplerWrapLinear;
- samplerStates[1] = SamplerWrapLinear;
- samplerStates[2] = SamplerWrapLinear;
- samplerStates[3] = SamplerWrapLinear;
- samplerStates[4] = SamplerWrapLinear;
-};
-
-new ShaderData( AL_DeferredShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredShadingP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredShadingP.glsl";
-
- samplerNames[0] = "colorBufferTex";
- samplerNames[1] = "lightDeferredTex";
- samplerNames[2] = "matInfoTex";
- samplerNames[3] = "deferredTex";
-
- pixVersion = 2.0;
-};
-
-singleton PostEffect( AL_DeferredShading )
-{
- renderTime = "PFXAfterBin";
- renderBin = "SkyBin";
- shader = AL_DeferredShader;
- stateBlock = AL_DeferredShadingState;
- texture[0] = "#color";
- texture[1] = "#lightinfo";
- texture[2] = "#matinfo";
- texture[3] = "#deferred";
-
- target = "$backBuffer";
- renderPriority = 10000;
- allowReflectPass = true;
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/lighting/advanced/init.cs b/Templates/BaseGame/game/core/lighting/advanced/init.cs
deleted file mode 100644
index db2175278..000000000
--- a/Templates/BaseGame/game/core/lighting/advanced/init.cs
+++ /dev/null
@@ -1,68 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-///////////////////////////////////////////////////////////////////////////////
-// Default Prefs
-
-/*
-$pref::LightManager::sgAtlasMaxDynamicLights = "16";
-$pref::LightManager::sgDynamicShadowDetailSize = "0";
-$pref::LightManager::sgDynamicShadowQuality = "0";
-$pref::LightManager::sgLightingProfileAllowShadows = "1";
-$pref::LightManager::sgLightingProfileQuality = "0";
-$pref::LightManager::sgMaxBestLights = "10";
-$pref::LightManager::sgMultipleDynamicShadows = "1";
-$pref::LightManager::sgShowCacheStats = "0";
-$pref::LightManager::sgUseBloom = "";
-$pref::LightManager::sgUseDRLHighDynamicRange = "0";
-$pref::LightManager::sgUseDynamicRangeLighting = "0";
-$pref::LightManager::sgUseDynamicShadows = "1";
-$pref::LightManager::sgUseToneMapping = "";
-*/
-
-exec( "./shaders.cs" );
-exec( "./deferredShading.cs" );
-
-function onActivateAdvancedLM()
-{
- // Enable the offscreen target so that AL will work
- // with MSAA back buffers and for HDR rendering.
- AL_FormatToken.enable();
-
- // Activate Deferred Shading
- AL_DeferredShading.enable();
-}
-
-function onDeactivateAdvancedLM()
-{
- // Disable the offscreen render target.
- AL_FormatToken.disable();
-
- // Deactivate Deferred Shading
- AL_DeferredShading.disable();
-}
-
-function setAdvancedLighting()
-{
- setLightManager( "Advanced Lighting" );
-}
-
diff --git a/Templates/BaseGame/game/core/lighting/advanced/shaders.cs b/Templates/BaseGame/game/core/lighting/advanced/shaders.cs
deleted file mode 100644
index a73598d9b..000000000
--- a/Templates/BaseGame/game/core/lighting/advanced/shaders.cs
+++ /dev/null
@@ -1,276 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-// Vector Light State
-new GFXStateBlockData( AL_VectorLightState )
-{
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendOne;
- blendDest = GFXBlendOne;
- blendOp = GFXBlendOpAdd;
-
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint; // G-buffer
- mSamplerNames[0] = "deferredBuffer";
- samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
- mSamplerNames[1] = "shadowMap";
- samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
- mSamplerNames[2] = "dynamicShadowMap";
- samplerStates[3] = SamplerClampLinear; // SSAO Mask
- mSamplerNames[3] = "ssaoMask";
- samplerStates[4] = SamplerWrapPoint; // Random Direction Map
-
- cullDefined = true;
- cullMode = GFXCullNone;
-
- stencilDefined = true;
- stencilEnable = true;
- stencilFailOp = GFXStencilOpKeep;
- stencilZFailOp = GFXStencilOpKeep;
- stencilPassOp = GFXStencilOpKeep;
- stencilFunc = GFXCmpLess;
- stencilRef = 0;
-};
-
-// Vector Light Material
-new ShaderData( AL_VectorLightShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/farFrustumQuadV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/vectorLightP.glsl";
-
- samplerNames[0] = "$deferredBuffer";
- samplerNames[1] = "$shadowMap";
- samplerNames[2] = "$dynamicShadowMap";
- samplerNames[3] = "$ssaoMask";
- samplerNames[4] = "$gTapRotationTex";
- samplerNames[5] = "$lightBuffer";
- samplerNames[6] = "$colorBuffer";
- samplerNames[7] = "$matInfoBuffer";
-
- pixVersion = 3.0;
-};
-
-new CustomMaterial( AL_VectorLightMaterial )
-{
- shader = AL_VectorLightShader;
- stateBlock = AL_VectorLightState;
-
- sampler["deferredBuffer"] = "#deferred";
- sampler["shadowMap"] = "$dynamiclight";
- sampler["dynamicShadowMap"] = "$dynamicShadowMap";
- sampler["ssaoMask"] = "#ssaoMask";
- sampler["lightBuffer"] = "#lightinfo";
- sampler["colorBuffer"] = "#color";
- sampler["matInfoBuffer"] = "#matinfo";
-
- target = "lightinfo";
-
- pixVersion = 3.0;
-};
-
-//------------------------------------------------------------------------------
-
-// Convex-geometry light states
-new GFXStateBlockData( AL_ConvexLightState )
-{
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendOne;
- blendDest = GFXBlendOne;
- blendOp = GFXBlendOpAdd;
-
- zDefined = true;
- zEnable = true;
- zWriteEnable = false;
- zFunc = GFXCmpGreaterEqual;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint; // G-buffer
- mSamplerNames[0] = "deferredBuffer";
- samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
- mSamplerNames[1] = "shadowMap";
- samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
- mSamplerNames[2] = "dynamicShadowMap";
- samplerStates[3] = SamplerClampLinear; // Cookie Map
- samplerStates[4] = SamplerWrapPoint; // Random Direction Map
-
- cullDefined = true;
- cullMode = GFXCullCW;
-
- stencilDefined = true;
- stencilEnable = true;
- stencilFailOp = GFXStencilOpKeep;
- stencilZFailOp = GFXStencilOpKeep;
- stencilPassOp = GFXStencilOpKeep;
- stencilFunc = GFXCmpLess;
- stencilRef = 0;
-};
-
-// Point Light Material
-new ShaderData( AL_PointLightShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl";
-
- samplerNames[0] = "$deferredBuffer";
- samplerNames[1] = "$shadowMap";
- samplerNames[2] = "$dynamicShadowMap";
- samplerNames[3] = "$cookieMap";
- samplerNames[4] = "$gTapRotationTex";
- samplerNames[5] = "$lightBuffer";
- samplerNames[6] = "$colorBuffer";
- samplerNames[7] = "$matInfoBuffer";
-
- pixVersion = 3.0;
-};
-
-new CustomMaterial( AL_PointLightMaterial )
-{
- shader = AL_PointLightShader;
- stateBlock = AL_ConvexLightState;
-
- sampler["deferredBuffer"] = "#deferred";
- sampler["shadowMap"] = "$dynamiclight";
- sampler["dynamicShadowMap"] = "$dynamicShadowMap";
- sampler["cookieMap"] = "$dynamiclightmask";
- sampler["lightBuffer"] = "#lightinfo";
- sampler["colorBuffer"] = "#color";
- sampler["matInfoBuffer"] = "#matinfo";
-
- target = "lightinfo";
-
- pixVersion = 3.0;
-};
-
-// Spot Light Material
-new ShaderData( AL_SpotLightShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/spotLightP.glsl";
-
- samplerNames[0] = "$deferredBuffer";
- samplerNames[1] = "$shadowMap";
- samplerNames[2] = "$dynamicShadowMap";
- samplerNames[3] = "$cookieMap";
- samplerNames[4] = "$gTapRotationTex";
- samplerNames[5] = "$lightBuffer";
- samplerNames[6] = "$colorBuffer";
- samplerNames[7] = "$matInfoBuffer";
-
- pixVersion = 3.0;
-};
-
-new CustomMaterial( AL_SpotLightMaterial )
-{
- shader = AL_SpotLightShader;
- stateBlock = AL_ConvexLightState;
-
- sampler["deferredBuffer"] = "#deferred";
- sampler["shadowMap"] = "$dynamiclight";
- sampler["dynamicShadowMap"] = "$dynamicShadowMap";
- sampler["cookieMap"] = "$dynamiclightmask";
- sampler["lightBuffer"] = "#lightinfo";
- sampler["colorBuffer"] = "#color";
- sampler["matInfoBuffer"] = "#matinfo";
-
- target = "lightinfo";
-
- pixVersion = 3.0;
-};
-
-/// This material is used for generating deferred
-/// materials for objects that do not have materials.
-new Material( AL_DefaultDeferredMaterial )
-{
- // We need something in the first pass else it
- // won't create a proper material instance.
- //
- // We use color here because some objects may not
- // have texture coords in their vertex format...
- // for example like terrain.
- //
- diffuseColor[0] = "1 1 1 1";
-};
-
-/// This material is used for generating shadow
-/// materials for objects that do not have materials.
-new Material( AL_DefaultShadowMaterial )
-{
- // We need something in the first pass else it
- // won't create a proper material instance.
- //
- // We use color here because some objects may not
- // have texture coords in their vertex format...
- // for example like terrain.
- //
- diffuseColor[0] = "1 1 1 1";
-
- // This is here mostly for terrain which uses
- // this material to create its shadow material.
- //
- // At sunset/sunrise the sun is looking thru
- // backsides of the terrain which often are not
- // closed. By changing the material to be double
- // sided we avoid holes in the shadowed geometry.
- //
- doubleSided = true;
-};
-
-// Particle System Point Light Material
-new ShaderData( AL_ParticlePointLightShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl";
-
- samplerNames[0] = "$deferredBuffer";
-
- pixVersion = 3.0;
-};
-
-new CustomMaterial( AL_ParticlePointLightMaterial )
-{
- shader = AL_ParticlePointLightShader;
- stateBlock = AL_ConvexLightState;
-
- sampler["deferredBuffer"] = "#deferred";
- target = "lightinfo";
-
- pixVersion = 3.0;
-};
diff --git a/Templates/BaseGame/game/core/lighting/basic/init.cs b/Templates/BaseGame/game/core/lighting/basic/init.cs
deleted file mode 100644
index f298dfad2..000000000
--- a/Templates/BaseGame/game/core/lighting/basic/init.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-exec( "./shadowFilter.cs" );
-
-singleton GFXStateBlockData( BL_ProjectedShadowSBData )
-{
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendDestColor;
- blendDest = GFXBlendZero;
-
- zDefined = true;
- zEnable = true;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- vertexColorEnable = true;
-};
-
-singleton ShaderData( BL_ProjectedShadowShaderData )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/projectedShadowV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/projectedShadowP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/gl/projectedShadowV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/projectedShadowP.glsl";
-
- samplerNames[0] = "inputTex";
-
- pixVersion = 2.0;
-};
-
-singleton CustomMaterial( BL_ProjectedShadowMaterial )
-{
- sampler["inputTex"] = "$miscbuff";
-
- shader = BL_ProjectedShadowShaderData;
- stateBlock = BL_ProjectedShadowSBData;
- version = 2.0;
- forwardLit = true;
-};
-
-function onActivateBasicLM()
-{
- // If HDR is enabled... enable the special format token.
- if ( $platform !$= "macos" && HDRPostFx.isEnabled )
- AL_FormatToken.enable();
-
- // Create render pass for projected shadow.
- new RenderPassManager( BL_ProjectedShadowRPM );
-
- // Create the mesh bin and add it to the manager.
- %meshBin = new RenderMeshMgr();
- BL_ProjectedShadowRPM.addManager( %meshBin );
-
- // Add both to the root group so that it doesn't
- // end up in the MissionCleanup instant group.
- RootGroup.add( BL_ProjectedShadowRPM );
- RootGroup.add( %meshBin );
-}
-
-function onDeactivateBasicLM()
-{
- // Delete the pass manager which also deletes the bin.
- BL_ProjectedShadowRPM.delete();
-}
-
-function setBasicLighting()
-{
- setLightManager( "Basic Lighting" );
-}
diff --git a/Templates/BaseGame/game/core/lighting/basic/shadowFilter.cs b/Templates/BaseGame/game/core/lighting/basic/shadowFilter.cs
deleted file mode 100644
index 5aea7b607..000000000
--- a/Templates/BaseGame/game/core/lighting/basic/shadowFilter.cs
+++ /dev/null
@@ -1,76 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-singleton ShaderData( BL_ShadowFilterShaderV )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/basic/shadowFilterV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/basic/shadowFilterP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterP.glsl";
-
- samplerNames[0] = "$diffuseMap";
-
- defines = "BLUR_DIR=float2(1.0,0.0)";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( BL_ShadowFilterShaderH : BL_ShadowFilterShaderV )
-{
- defines = "BLUR_DIR=float2(0.0,1.0)";
-};
-
-
-singleton GFXStateBlockData( BL_ShadowFilterSB : PFX_DefaultStateBlock )
-{
- colorWriteDefined=true;
- colorWriteRed=false;
- colorWriteGreen=false;
- colorWriteBlue=false;
- blendDefined = true;
- blendEnable = true;
-};
-
-// NOTE: This is ONLY used in Basic Lighting, and
-// only directly by the ProjectedShadow. It is not
-// meant to be manually enabled like other PostEffects.
-singleton PostEffect( BL_ShadowFilterPostFx )
-{
- // Blur vertically
- shader = BL_ShadowFilterShaderV;
- stateBlock = PFX_DefaultStateBlock;
- targetClear = "PFXTargetClear_OnDraw";
- targetClearColor = "0 0 0 0";
- texture[0] = "$inTex";
- target = "$outTex";
-
- // Blur horizontal
- new PostEffect()
- {
- shader = BL_ShadowFilterShaderH;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- };
-};
diff --git a/Templates/BaseGame/game/core/lighting/shadowMaps/init.cs b/Templates/BaseGame/game/core/lighting/shadowMaps/init.cs
deleted file mode 100644
index f4875bf08..000000000
--- a/Templates/BaseGame/game/core/lighting/shadowMaps/init.cs
+++ /dev/null
@@ -1,32 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-new ShaderData(BlurDepthShader)
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterP.glsl";
- pixVersion = 2.0;
-};
diff --git a/Templates/BaseGame/game/core/main.cs b/Templates/BaseGame/game/core/main.cs
deleted file mode 100644
index 8058c1f90..000000000
--- a/Templates/BaseGame/game/core/main.cs
+++ /dev/null
@@ -1,99 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-// Initialize core sub system functionality such as audio, the Canvas, PostFX,
-// rendermanager, light managers, etc.
-//
-// Note that not all of these need to be initialized before the client, although
-// the audio should and the canvas definitely needs to be. I've put things here
-// to distinguish between the purpose and functionality of the various client
-// scripts. Game specific script isn't needed until we reach the shell menus
-// and start a game or connect to a server. We get the various subsystems ready
-// to go, and then use initClient() to handle the rest of the startup sequence.
-//
-// If this is too convoluted we can reduce this complexity after futher testing
-// to find exactly which subsystems should be readied before kicking things off.
-// ----------------------------------------------------------------------------
-
-//We need to hook the missing/warn material stuff early, so do it here
-$Core::MissingTexturePath = "core/images/missingTexture";
-$Core::UnAvailableTexturePath = "core/images/unavailable";
-$Core::WarningTexturePath = "core/images/warnMat";
-$Core::CommonShaderPath = "core/shaders";
-
-ModuleDatabase.setModuleExtension("module");
-
-//Core components
-ModuleDatabase.scanModules( "core", false );
-ModuleDatabase.LoadExplicit( "CoreComponentsModule" );
-
-exec("./helperFunctions.cs");
-
-// We need some of the default GUI profiles in order to get the canvas and
-// other aspects of the GUI system ready.
-exec("./profiles.cs");
-
-//This is a bit of a shortcut, but we'll load the client's default settings to ensure all the prefs get initialized correctly
-%prefPath = getPrefpath();
-if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
- exec( %prefPath @ "/clientPrefs.cs" );
-else
- exec("data/defaults.cs");
-
-%der = $pref::Video::displayDevice;
-
-// Initialization of the various subsystems requires some of the preferences
-// to be loaded... so do that first.
-exec("./globals.cs");
-
-exec("./canvas.cs");
-exec("./cursor.cs");
-
-exec("./renderManager.cs");
-exec("./lighting.cs");
-
-exec("./audio.cs");
-exec("./sfx/audioAmbience.cs");
-exec("./sfx/audioData.cs");
-exec("./sfx/audioDescriptions.cs");
-exec("./sfx/audioEnvironments.cs");
-exec("./sfx/audioStates.cs");
-
-exec("./parseArgs.cs");
-
-// Materials and Shaders for rendering various object types
-exec("./gfxData/commonMaterialData.cs");
-exec("./gfxData/shaders.cs");
-exec("./gfxData/terrainBlock.cs");
-exec("./gfxData/water.cs");
-exec("./gfxData/scatterSky.cs");
-exec("./gfxData/clouds.cs");
-
-// Initialize all core post effects.
-exec("./postFx.cs");
-
-//VR stuff
-exec("./oculusVR.cs");
-
-// Seed the random number generator.
-setRandomSeed();
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/oculusVR.cs b/Templates/BaseGame/game/core/oculusVR.cs
deleted file mode 100644
index b0d7eb0b8..000000000
--- a/Templates/BaseGame/game/core/oculusVR.cs
+++ /dev/null
@@ -1,248 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Only load these functions if an Oculus VR device is present
-if(!isFunction(isOculusVRDeviceActive))
- return;
-
-function setupOculusActionMaps()
-{
- if (isObject(OculusWarningMap))
- return;
-
- new ActionMap(OculusWarningMap);
- new ActionMap(OculusCanvasMap);
-
- OculusWarningMap.bind(keyboard, space, dismissOculusVRWarnings);
-
- OculusCanvasMap.bind( mouse, xaxis, oculusYaw );
- OculusCanvasMap.bind( mouse, yaxis, oculusPitch );
- OculusCanvasMap.bind( mouse, button0, oculusClick );
-}
-
-function oculusYaw(%val)
-{
- OculusCanvas.cursorNudge(%val * 0.10, 0);
-}
-
-function oculusPitch(%val)
-{
- OculusCanvas.cursorNudge(0, %val * 0.10);
-}
-
-function oculusClick(%active)
-{
- OculusCanvas.cursorClick(0, %active);
-}
-
-function GuiOffscreenCanvas::checkCursor(%this)
-{
- %count = %this.getCount();
- for(%i = 0; %i < %count; %i++)
- {
- %control = %this.getObject(%i);
- if ((%control.noCursor $= "") || !%control.noCursor)
- {
- %this.cursorOn();
- return true;
- }
- }
- // If we get here, every control requested a hidden cursor, so we oblige.
-
- %this.cursorOff();
- return false;
-}
-
-function GuiOffscreenCanvas::pushDialog(%this, %ctrl, %layer, %center)
-{
- Parent::pushDialog(%this, %ctrl, %layer, %center);
- %cursorVisible = %this.checkCursor();
-
- if (%cursorVisible)
- {
- echo("OffscreenCanvas visible");
- OculusCanvasMap.pop();
- OculusCanvasMap.push();
- }
- else
- {
- echo("OffscreenCanvas not visible");
- OculusCanvasMap.pop();
- }
-}
-
-function GuiOffscreenCanvas::popDialog(%this, %ctrl)
-{
- Parent::popDialog(%this, %ctrl);
- %cursorVisible = %this.checkCursor();
-
- if (%cursorVisible)
- {
- echo("OffscreenCanvas visible");
- OculusCanvasMap.pop();
- OculusCanvasMap.push();
- }
- else
- {
- echo("OffscreenCanvas not visible");
- OculusCanvasMap.pop();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-
-function oculusSensorMetricsCallback()
-{
- return ovrDumpMetrics(0);
-}
-
-
-//-----------------------------------------------------------------------------
-function onOculusStatusUpdate(%status)
-{
- $LastOculusTrackingState = %status;
-}
-
-//-----------------------------------------------------------------------------
-
-// Call this function from createCanvas() to have the Canvas attach itself
-// to the Rift's display. The Canvas' window will still open on the primary
-// display if that is different from the Rift, but it will move to the Rift
-// when it goes full screen. If the Rift is not connected then nothing
-// will happen.
-function pointCanvasToOculusVRDisplay()
-{
- $pref::Video::displayOutputDevice = getOVRHMDDisplayDeviceName(0);
-}
-
-//-----------------------------------------------------------------------------
-
-// Call this function from GameConnection::initialControlSet() just before
-// your "Canvas.setContent(PlayGui);" call, or at any time you wish to switch
-// to a side-by-side rendering and the appropriate barrel distortion. This
-// will turn on side-by-side rendering and tell the GameConnection to use the
-// Rift as its display device.
-// Parameters:
-// %gameConnection - The client GameConnection instance
-// %trueStereoRendering - If true will enable stereo rendering with an eye
-// offset for each viewport. This will render each frame twice. If false
-// then a pseudo stereo rendering is done with only a single render per frame.
-function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
-{
- setOVRHMDAsGameConnectionDisplayDevice(%gameConnection);
- PlayGui.renderStyle = "stereo side by side";
- setOptimalOVRCanvasSize(Canvas);
-
- if (!isObject(OculusCanvas))
- {
- new GuiOffscreenCanvas(OculusCanvas) {
- targetSize = "512 512";
- targetName = "oculusCanvas";
- dynamicTarget = true;
- };
- }
-
- if (!isObject(OculusVROverlay))
- {
- exec("./oculusVROverlay.gui");
- }
-
- OculusCanvas.setContent(OculusVROverlay);
- OculusCanvas.setCursor(DefaultCursor);
- PlayGui.setStereoGui(OculusCanvas);
- OculusCanvas.setCursorPos("128 128");
- OculusCanvas.cursorOff();
- $GameCanvas = OculusCanvas;
-
- %ext = Canvas.getExtent();
- $OculusMouseScaleX = 512.0 / 1920.0;
- $OculusMouseScaleY = 512.0 / 1060.0;
-
- //$gfx::wireframe = true;
- // Reset all sensors
- ovrResetAllSensors();
-}
-
-// Call this function when ever you wish to turn off the stereo rendering
-// and barrel distortion for the Rift.
-function disableOculusVRDisplay(%gameConnection)
-{
- OculusCanvas.popDialog();
- OculusWarningMap.pop();
- $GameCanvas = Canvas;
-
- if (isObject(gameConnection))
- {
- %gameConnection.clearDisplayDevice();
- }
- PlayGui.renderStyle = "standard";
-}
-
-// Helper function to set the standard Rift control scheme. You could place
-// this function in GameConnection::initialControlSet() at the same time
-// you call enableOculusVRDisplay().
-function setStandardOculusVRControlScheme(%gameConnection)
-{
- if($OculusVR::SimulateInput)
- {
- // We are simulating a HMD so allow the mouse and gamepad to control
- // both yaw and pitch.
- %gameConnection.setControlSchemeParameters(true, true, true);
- }
- else
- {
- // A HMD is connected so have the mouse and gamepad only add to yaw
- %gameConnection.setControlSchemeParameters(true, true, false);
- }
-}
-
-//-----------------------------------------------------------------------------
-
-// Helper function to set the resolution for the Rift.
-// Parameters:
-// %fullscreen - If true then the display will be forced to full screen. If
-// pointCanvasToOculusVRDisplay() was called before the Canvas was created, then
-// the full screen display will appear on the Rift.
-function setVideoModeForOculusVRDisplay(%fullscreen)
-{
- %res = getOVRHMDResolution(0);
- Canvas.setVideoMode(%res.x, %res.y, %fullscreen, 32, 4);
-}
-
-//-----------------------------------------------------------------------------
-
-// Reset all Oculus Rift sensors. This will make the Rift's current heading
-// be considered the origin.
-function resetOculusVRSensors()
-{
- ovrResetAllSensors();
-}
-
-function dismissOculusVRWarnings(%value)
-{
- //if (%value)
- //{
- ovrDismissWarnings();
- OculusWarningMap.pop();
- //}
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/oculusVROverlay.gui b/Templates/BaseGame/game/core/oculusVROverlay.gui
deleted file mode 100644
index 62a9f719c..000000000
--- a/Templates/BaseGame/game/core/oculusVROverlay.gui
+++ /dev/null
@@ -1,19 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-%guiContent = singleton GuiControl(OculusVROverlay) {
- canSaveDynamicFields = "0";
- Enabled = "1";
- isContainer = "1";
- Profile = "GuiContentProfile";
- HorizSizing = "width";
- VertSizing = "height";
- Position = "0 0";
- Extent = "512 512";
- MinExtent = "8 8";
- canSave = "1";
- Visible = "1";
- tooltipprofile = "GuiToolTipProfile";
- hovertime = "1000";
- useVariable = "0";
- tile = "0";
-};
-//--- OBJECT WRITE END ---
diff --git a/Templates/BaseGame/game/core/parseArgs.cs b/Templates/BaseGame/game/core/parseArgs.cs
deleted file mode 100644
index 811cee00c..000000000
--- a/Templates/BaseGame/game/core/parseArgs.cs
+++ /dev/null
@@ -1,392 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Support functions used to manage the directory list
-function pushFront(%list, %token, %delim)
-{
- if (%list !$= "")
- return %token @ %delim @ %list;
- return %token;
-}
-
-function pushBack(%list, %token, %delim)
-{
- if (%list !$= "")
- return %list @ %delim @ %token;
- return %token;
-}
-
-function popFront(%list, %delim)
-{
- return nextToken(%list, unused, %delim);
-}
-
-function parseArgs()
-{
- for ($i = 1; $i < $Game::argc ; $i++)
- {
- $arg = $Game::argv[$i];
- $nextArg = $Game::argv[$i+1];
- $hasNextArg = $Game::argc - $i > 1;
- $logModeSpecified = false;
-
- // Check for dedicated run
- /*if( stricmp($arg,"-dedicated") == 0 )
- {
- $userDirs = $defaultGame;
- $dirCount = 1;
- $isDedicated = true;
- }*/
-
- switch$ ($arg)
- {
- //--------------------
- case "-dedicated":
- $userDirs = $defaultGame;
- $dirCount = 1;
- $isDedicated = true;
- $Server::Dedicated = true;
- enableWinConsole(true);
- $argUsed[%i]++;
-
- //--------------------
- case "-mission":
- $argUsed[%i]++;
- if ($hasNextArg)
- {
- $missionArg = $nextArg;
- $argUsed[%i+1]++;
- %i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -mission ");
-
- //--------------------
- case "-connect":
- $argUsed[%i]++;
- if ($hasNextArg)
- {
- $JoinGameAddress = $nextArg;
- $argUsed[%i+1]++;
- %i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -connect ");
-
-
- //--------------------
- case "-log":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- // Turn on console logging
- if ($nextArg != 0)
- {
- // Dump existing console to logfile first.
- $nextArg += 4;
- }
- setLogMode($nextArg);
- $logModeSpecified = true;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -log ");
-
- //--------------------
- case "-dir":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- // Append the mod to the end of the current list
- $userDirs = strreplace($userDirs, $nextArg, "");
- $userDirs = pushFront($userDirs, $nextArg, ";");
- $argUsed[$i+1]++;
- $i++;
- $dirCount++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -dir ");
-
- //--------------------
- // changed the default behavior of this command line arg. It now
- // defaults to ONLY loading the game, not tools
- // default auto-run already loads in tools --SRZ 11/29/07
- case "-game":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- // Set the selected dir --NOTE: we no longer allow tools with this argument
- /*
- if( $isDedicated )
- {
- $userDirs = $nextArg;
- $dirCount = 1;
- }
- else
- {
- $userDirs = "tools;" @ $nextArg;
- $dirCount = 2;
- }
- */
- $userDirs = $nextArg;
- $dirCount = 1;
- $argUsed[$i+1]++;
- $i++;
- error($userDirs);
- }
- else
- error("Error: Missing Command Line argument. Usage: -game ");
-
- //--------------------
- case "-console":
- enableWinConsole(true);
- $argUsed[$i]++;
-
- //--------------------
- case "-jSave":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- echo("Saving event log to journal: " @ $nextArg);
- saveJournal($nextArg);
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -jSave ");
-
- //--------------------
- case "-jPlay":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- playJournal($nextArg);
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -jPlay ");
-
- //--------------------
- case "-jPlayToVideo":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $VideoCapture::journalName = $nextArg;
- $VideoCapture::captureFromJournal = true;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -jPlayToVideo ");
-
- //--------------------
- case "-vidCapFile":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $VideoCapture::fileName = $nextArg;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -vidCapFile ");
-
- //--------------------
- case "-vidCapFPS":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $VideoCapture::fps = $nextArg;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -vidCapFPS ");
-
- //--------------------
- case "-vidCapEncoder":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $VideoCapture::encoder = $nextArg;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -vidCapEncoder ");
-
- //--------------------
- case "-vidCapWidth":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $videoCapture::width = $nextArg;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -vidCapWidth ");
-
- //--------------------
- case "-vidCapHeight":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- $videoCapture::height = $nextArg;
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -vidCapHeight ");
-
- //--------------------
- case "-level":
- $argUsed[$i]++;
- if ($hasNextArg)
- {
- %hasExt = strpos($nextArg, ".mis");
- if(%hasExt == -1)
- {
- $levelToLoad = $nextArg @ " ";
-
- for(%i = $i + 2; %i < $Game::argc; %i++)
- {
- $arg = $Game::argv[%i];
- %hasExt = strpos($arg, ".mis");
-
- if(%hasExt == -1)
- {
- $levelToLoad = $levelToLoad @ $arg @ " ";
- } else
- {
- $levelToLoad = $levelToLoad @ $arg;
- break;
- }
- }
- }
- else
- {
- $levelToLoad = $nextArg;
- }
-
- $argUsed[$i+1]++;
- $i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -level ");
-
- //-------------------
- case "-worldeditor":
- $startWorldEditor = true;
- $argUsed[$i]++;
-
- //-------------------
- case "-guieditor":
- $startGUIEditor = true;
- $argUsed[$i]++;
-
- //-------------------
- case "-help":
- $displayHelp = true;
- $argUsed[$i]++;
-
- //-------------------
- case "-compileAll":
- $compileAll = true;
- $argUsed[$i]++;
-
- //-------------------
- case "-compileTools":
- $compileTools = true;
- $argUsed[$i]++;
-
- //-------------------
- case "-genScript":
- $genScript = true;
- $argUsed[$i]++;
-
- case "-fullscreen":
- $cliFullscreen = true;
- $argUsed[%i]++;
-
- case "-windowed":
- $cliFullscreen = false;
- $argUsed[%i]++;
-
- case "-openGL":
- $pref::Video::displayDevice = "OpenGL";
- $argUsed[%i]++;
-
- case "-directX":
- $pref::Video::displayDevice = "D3D";
- $argUsed[%i]++;
-
- case "-autoVideo":
- $pref::Video::displayDevice = "";
- $argUsed[%i]++;
-
- case "-prefs":
- $argUsed[%i]++;
- if ($hasNextArg) {
- exec($nextArg, true, true);
- $argUsed[%i+1]++;
- %i++;
- }
- else
- error("Error: Missing Command Line argument. Usage: -prefs ");
-
-
- //-------------------
- default:
- $argUsed[$i]++;
- if($userDirs $= "")
- $userDirs = $arg;
- }
- }
-
- //-----------------------------------------------
- // Play journal to video file?
- if ($VideoCapture::captureFromJournal && $VideoCapture::journalName !$= "")
- {
- if ($VideoCapture::fileName $= "")
- $VideoCapture::fileName = $VideoCapture::journalName;
-
- if ($VideoCapture::encoder $= "")
- $VideoCapture::encoder = "THEORA";
-
- if ($VideoCapture::fps $= "")
- $VideoCapture::fps = 30;
-
- if ($videoCapture::width $= "")
- $videoCapture::width = 0;
-
- if ($videoCapture::height $= "")
- $videoCapture::height = 0;
-
- playJournalToVideo( $VideoCapture::journalName, $VideoCapture::fileName,
- $VideoCapture::encoder, $VideoCapture::fps,
- $videoCapture::width SPC $videoCapture::height );
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/GammaPostFX.cs b/Templates/BaseGame/game/core/postFX/GammaPostFX.cs
deleted file mode 100644
index 293d44714..000000000
--- a/Templates/BaseGame/game/core/postFX/GammaPostFX.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( GammaShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl";
-
- samplerNames[0] = "$backBuffer";
- samplerNames[1] = "$colorCorrectionTex";
-
- pixVersion = 2.0;
-};
-
-singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
-};
-
-singleton PostEffect( GammaPostFX )
-{
- isEnabled = true;
- allowReflectPass = true;
-
- renderTime = "PFXBeforeBin";
- renderBin = "EditorBin";
- renderPriority = 9998;
-
- shader = GammaShader;
- stateBlock = GammaStateBlock;
-
- texture[0] = "$backBuffer";
- texture[1] = $HDRPostFX::colorCorrectionRamp;
- textureSRGB[1] = true;
-};
-
-function GammaPostFX::preProcess( %this )
-{
- if ( %this.texture[1] !$= $HDRPostFX::colorCorrectionRamp )
- %this.setTexture( 1, $HDRPostFX::colorCorrectionRamp );
-}
-
-function GammaPostFX::setShaderConsts( %this )
-{
- %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5);
- %this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma );
- %this.setShaderConst( "$Brightness", $pref::Video::Brightness );
- %this.setShaderConst( "$Contrast", $pref::Video::Contrast );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/MLAA.cs b/Templates/BaseGame/game/core/postFX/MLAA.cs
deleted file mode 100644
index ee07427ee..000000000
--- a/Templates/BaseGame/game/core/postFX/MLAA.cs
+++ /dev/null
@@ -1,186 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-// NOTE: This is currently disabled in favor of FXAA. See
-// core\scripts\client\canvas.cs if you want to re-enable it.
-
-singleton GFXStateBlockData( MLAA_EdgeDetectStateBlock : PFX_DefaultStateBlock )
-{
- // Mark the edge pixels in stencil.
- stencilDefined = true;
- stencilEnable = true;
- stencilPassOp = GFXStencilOpReplace;
- stencilFunc = GFXCmpAlways;
- stencilRef = 1;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-singleton ShaderData( MLAA_EdgeDetectionShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/edgeDetectionP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/edgeDetectionP.glsl";
-
- samplerNames[0] = "$colorMapG";
- samplerNames[1] = "$deferredMap";
-
- pixVersion = 3.0;
-};
-
-singleton GFXStateBlockData( MLAA_BlendWeightCalculationStateBlock : PFX_DefaultStateBlock )
-{
- // Here we want to process only marked pixels.
- stencilDefined = true;
- stencilEnable = true;
- stencilPassOp = GFXStencilOpKeep;
- stencilFunc = GFXCmpEqual;
- stencilRef = 1;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampLinear;
- samplerStates[2] = SamplerClampPoint;
-};
-
-singleton ShaderData( MLAA_BlendWeightCalculationShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/passthruV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/blendWeightCalculationP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/passthruV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/blendWeightCalculationP.glsl";
-
- samplerNames[0] = "$edgesMap";
- samplerNames[1] = "$edgesMapL";
- samplerNames[2] = "$areaMap";
-
- pixVersion = 3.0;
-};
-
-singleton GFXStateBlockData( MLAA_NeighborhoodBlendingStateBlock : PFX_DefaultStateBlock )
-{
- // Here we want to process only marked pixels too.
- stencilDefined = true;
- stencilEnable = true;
- stencilPassOp = GFXStencilOpKeep;
- stencilFunc = GFXCmpEqual;
- stencilRef = 1;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampLinear;
- samplerStates[2] = SamplerClampPoint;
-};
-
-singleton ShaderData( MLAA_NeighborhoodBlendingShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/neighborhoodBlendingP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/neighborhoodBlendingP.glsl";
-
- samplerNames[0] = "$blendMap";
- samplerNames[1] = "$colorMapL";
- samplerNames[2] = "$colorMap";
-
- pixVersion = 3.0;
-};
-
-
-singleton PostEffect( MLAAFx )
-{
- isEnabled = false;
-
- allowReflectPass = false;
- renderTime = "PFXAfterDiffuse";
-
- texture[0] = "$backBuffer"; //colorMapG
- texture[1] = "#deferred"; // Used for depth detection
-
- target = "$outTex";
- targetClear = PFXTargetClear_OnDraw;
- targetClearColor = "0 0 0 0";
-
- stateBlock = MLAA_EdgeDetectStateBlock;
- shader = MLAA_EdgeDetectionShader;
-
- // The luma calculation weights which can be user adjustable
- // per-scene if nessasary. The default value of...
- //
- // 0.2126 0.7152 0.0722
- //
- // ... is the HDTV ITU-R Recommendation BT. 709.
- lumaCoefficients = "0.2126 0.7152 0.0722";
-
- // The tweakable color threshold used to select
- // the range of edge pixels to blend.
- threshold = 0.1;
-
- // The depth delta threshold used to select
- // the range of edge pixels to blend.
- depthThreshold = 0.01;
-
- new PostEffect()
- {
- internalName = "blendingWeightsCalculation";
-
- target = "$outTex";
- targetClear = PFXTargetClear_OnDraw;
-
- shader = MLAA_BlendWeightCalculationShader;
- stateBlock = MLAA_BlendWeightCalculationStateBlock;
-
- texture[0] = "$inTex"; // Edges mask
- texture[1] = "$inTex"; // Edges mask
- texture[2] = "core/images/AreaMap33.dds";
- };
-
- new PostEffect()
- {
- internalName = "neighborhoodBlending";
-
- shader = MLAA_NeighborhoodBlendingShader;
- stateBlock = MLAA_NeighborhoodBlendingStateBlock;
-
- texture[0] = "$inTex"; // Blend weights
- texture[1] = "$backBuffer";
- texture[2] = "$backBuffer";
- };
-};
-
-function MLAAFx::setShaderConsts(%this)
-{
- %this.setShaderConst("$lumaCoefficients", %this.lumaCoefficients);
- %this.setShaderConst("$threshold", %this.threshold);
- %this.setShaderConst("$depthThreshold", %this.depthThreshold);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/MotionBlurFx.cs b/Templates/BaseGame/game/core/postFX/MotionBlurFx.cs
deleted file mode 100644
index 6919cc5a7..000000000
--- a/Templates/BaseGame/game/core/postFX/MotionBlurFx.cs
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( PFX_MotionBlurShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/motionBlurP.hlsl"; //new pixel shader
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl";
-
- samplerNames[0] = "$backBuffer";
- samplerNames[1] = "$deferredTex";
-
- pixVersion = 3.0;
-};
-
-singleton PostEffect(MotionBlurFX)
-{
- isEnabled = false;
-
- renderTime = "PFXAfterDiffuse";
-
- shader = PFX_MotionBlurShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$backbuffer";
- texture[1] = "#deferred";
- target = "$backBuffer";
-};
-
-function MotionBlurFX::setShaderConsts(%this)
-{
- %this.setShaderConst( "$velocityMultiplier", 3000 );
-}
diff --git a/Templates/BaseGame/game/core/postFX/caustics.cs b/Templates/BaseGame/game/core/postFX/caustics.cs
deleted file mode 100644
index f391ec67a..000000000
--- a/Templates/BaseGame/game/core/postFX/caustics.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock )
-{
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendOne;
- blendDest = GFXBlendOne;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerWrapLinear;
- samplerStates[2] = SamplerWrapLinear;
-};
-
-singleton ShaderData( PFX_CausticsShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
-
- samplerNames[0] = "$deferredTex";
- samplerNames[1] = "$causticsTex0";
- samplerNames[2] = "$causticsTex1";
-
- pixVersion = 3.0;
-};
-
-singleton PostEffect( CausticsPFX )
-{
- isEnabled = false;
- renderTime = "PFXAfterDiffuse";
- renderBin = "ObjTranslucentBin";
- //renderPriority = 0.1;
-
- shader = PFX_CausticsShader;
- stateBlock = PFX_CausticsStateBlock;
- texture[0] = "#deferred";
- texture[1] = "core/images/caustics_1";
- texture[2] = "core/images/caustics_2";
- target = "$backBuffer";
-};
diff --git a/Templates/BaseGame/game/core/postFX/chromaticLens.cs b/Templates/BaseGame/game/core/postFX/chromaticLens.cs
deleted file mode 100644
index 06b8d3988..000000000
--- a/Templates/BaseGame/game/core/postFX/chromaticLens.cs
+++ /dev/null
@@ -1,77 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-///
-$CAPostFx::enabled = false;
-
-/// The lens distortion coefficient.
-$CAPostFx::distCoeffecient = -0.05;
-
-/// The cubic distortion value.
-$CAPostFx::cubeDistortionFactor = -0.1;
-
-/// The amount and direction of the maxium shift for
-/// the red, green, and blue channels.
-$CAPostFx::colorDistortionFactor = "0.005 -0.005 0.01";
-
-
-singleton GFXStateBlockData( PFX_DefaultChromaticLensStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
-};
-
-singleton ShaderData( PFX_ChromaticLensShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/chromaticLens.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/chromaticLens.glsl";
-
- samplerNames[0] = "$backBuffer";
-
- pixVersion = 3.0;
-};
-
-singleton PostEffect( ChromaticLensPostFX )
-{
- renderTime = "PFXAfterDiffuse";
- renderPriority = 0.2;
- isEnabled = false;
- allowReflectPass = false;
-
- shader = PFX_ChromaticLensShader;
- stateBlock = PFX_DefaultChromaticLensStateBlock;
- texture[0] = "$backBuffer";
- target = "$backBuffer";
-};
-
-function ChromaticLensPostFX::setShaderConsts( %this )
-{
- %this.setShaderConst( "$distCoeff", $CAPostFx::distCoeffecient );
- %this.setShaderConst( "$cubeDistort", $CAPostFx::cubeDistortionFactor );
- %this.setShaderConst( "$colorDistort", $CAPostFx::colorDistortionFactor );
-}
diff --git a/Templates/BaseGame/game/core/postFX/default.postfxpreset.cs b/Templates/BaseGame/game/core/postFX/default.postfxpreset.cs
deleted file mode 100644
index 077908ee8..000000000
--- a/Templates/BaseGame/game/core/postFX/default.postfxpreset.cs
+++ /dev/null
@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-$PostFXManager::Settings::EnableVignette = "1";
-$PostFXManager::Settings::EnableDOF = "1";
-$PostFXManager::Settings::EnabledSSAO = "1";
-$PostFXManager::Settings::EnableHDR = "1";
-$PostFXManager::Settings::EnableLightRays = "1";
-$PostFXManager::Settings::EnablePostFX = "1";
-$PostFXManager::Settings::Vignette::VMax = "0.6";
-$PostFXManager::Settings::DOF::BlurCurveFar = "";
-$PostFXManager::Settings::DOF::BlurCurveNear = "";
-$PostFXManager::Settings::DOF::BlurMax = "";
-$PostFXManager::Settings::DOF::BlurMin = "";
-$PostFXManager::Settings::DOF::EnableAutoFocus = "";
-$PostFXManager::Settings::DOF::EnableDOF = "";
-$PostFXManager::Settings::DOF::FocusRangeMax = "";
-$PostFXManager::Settings::DOF::FocusRangeMin = "";
-$PostFXManager::Settings::HDR::adaptRate = "2";
-$PostFXManager::Settings::HDR::blueShiftColor = "1.05 0.97 1.27";
-$PostFXManager::Settings::HDR::brightPassThreshold = "1";
-$PostFXManager::Settings::HDR::enableBloom = "1";
-$PostFXManager::Settings::HDR::enableBlueShift = "0";
-$PostFXManager::Settings::HDR::enableToneMapping = "0.5";
-$PostFXManager::Settings::HDR::gaussMean = "0";
-$PostFXManager::Settings::HDR::gaussMultiplier = "0.3";
-$PostFXManager::Settings::HDR::gaussStdDev = "0.8";
-$PostFXManager::Settings::HDR::keyValue = "0.18";
-$PostFXManager::Settings::HDR::minLuminace = "0.001";
-$PostFXManager::Settings::HDR::whiteCutoff = "1";
-$PostFXManager::Settings::LightRays::brightScalar = "0.75";
-$PostFXManager::Settings::LightRays::decay = "1.0";
-$PostFXManager::Settings::LightRays::density = "0.94";
-$PostFXManager::Settings::LightRays::numSamples = "40";
-$PostFXManager::Settings::LightRays::weight = "5.65";
-$PostFXManager::Settings::SSAO::blurDepthTol = "0.001";
-$PostFXManager::Settings::SSAO::blurNormalTol = "0.95";
-$PostFXManager::Settings::SSAO::lDepthMax = "2";
-$PostFXManager::Settings::SSAO::lDepthMin = "0.2";
-$PostFXManager::Settings::SSAO::lDepthPow = "0.2";
-$PostFXManager::Settings::SSAO::lNormalPow = "2";
-$PostFXManager::Settings::SSAO::lNormalTol = "-0.5";
-$PostFXManager::Settings::SSAO::lRadius = "1";
-$PostFXManager::Settings::SSAO::lStrength = "10";
-$PostFXManager::Settings::SSAO::overallStrength = "2";
-$PostFXManager::Settings::SSAO::quality = "0";
-$PostFXManager::Settings::SSAO::sDepthMax = "1";
-$PostFXManager::Settings::SSAO::sDepthMin = "0.1";
-$PostFXManager::Settings::SSAO::sDepthPow = "1";
-$PostFXManager::Settings::SSAO::sNormalPow = "1";
-$PostFXManager::Settings::SSAO::sNormalTol = "0";
-$PostFXManager::Settings::SSAO::sRadius = "0.1";
-$PostFXManager::Settings::SSAO::sStrength = "6";
-$PostFXManager::Settings::ColorCorrectionRamp = "core/images/null_color_ramp.png";
diff --git a/Templates/BaseGame/game/core/postFX/dof.cs b/Templates/BaseGame/game/core/postFX/dof.cs
deleted file mode 100644
index 1767a9c86..000000000
--- a/Templates/BaseGame/game/core/postFX/dof.cs
+++ /dev/null
@@ -1,599 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-/*
-
-================================================================================
- The DOFPostEffect API
-================================================================================
-
-DOFPostEffect::setFocalDist( %dist )
-
-@summary
-This method is for manually controlling the focus distance. It will have no
-effect if auto focus is currently enabled. Makes use of the parameters set by
-setFocusParams.
-
-@param dist
-float distance in meters
-
---------------------------------------------------------------------------------
-
-DOFPostEffect::setAutoFocus( %enabled )
-
-@summary
-This method sets auto focus enabled or disabled. Makes use of the parameters set
-by setFocusParams. When auto focus is enabled it determines the focal depth
-by performing a raycast at the screen-center.
-
-@param enabled
-bool
-
---------------------------------------------------------------------------------
-
-DOFPostEffect::setFocusParams( %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
-
-Set the parameters that control how the near and far equations are calculated
-from the focal distance. If you are not using auto focus you will need to call
-setFocusParams PRIOR to calling setFocalDist.
-
-@param nearBlurMax
-float between 0.0 and 1.0
-The max allowed value of near blur.
-
-@param farBlurMax
-float between 0.0 and 1.0
-The max allowed value of far blur.
-
-@param minRange/maxRange
-float in meters
-The distance range around the focal distance that remains in focus is a lerp
-between the min/maxRange using the normalized focal distance as the parameter.
-The point is to allow the focal range to expand as you focus farther away since this is
-visually appealing.
-
-Note: since min/maxRange are lerped by the "normalized" focal distance it is
-dependant on the visible distance set in your level.
-
-@param nearSlope
-float less than zero
-The slope of the near equation. A small number causes bluriness to increase gradually
-at distances closer than the focal distance. A large number causes bluriness to
-increase quickly.
-
-@param farSlope
-float greater than zero
-The slope of the far equation. A small number causes bluriness to increase gradually
-at distances farther than the focal distance. A large number causes bluriness to
-increase quickly.
-
-Note: To rephrase, the min/maxRange parameters control how much area around the
-focal distance is completely in focus where the near/farSlope parameters control
-how quickly or slowly bluriness increases at distances outside of that range.
-
-================================================================================
- Examples
-================================================================================
-
-Example1: Turn on DOF while zoomed in with a weapon.
-
-NOTE: These are not real callbacks! Hook these up to your code where appropriate!
-
-function onSniperZoom()
-{
- // Parameterize how you want DOF to look.
- DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
-
- // Turn on auto focus
- DOFPostEffect.setAutoFocus( true );
-
- // Turn on the PostEffect
- DOFPostEffect.enable();
-}
-
-function onSniperUnzoom()
-{
- // Turn off the PostEffect
- DOFPostEffect.disable();
-}
-
-Example2: Manually control DOF with the mouse wheel.
-
-// Somewhere on startup...
-
-// Parameterize how you want DOF to look.
-DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
-
-// Turn off auto focus
-DOFPostEffect.setAutoFocus( false );
-
-// Turn on the PostEffect
-DOFPostEffect.enable();
-
-
-NOTE: These are not real callbacks! Hook these up to your code where appropriate!
-
-function onMouseWheelUp()
-{
- // Since setFocalDist is really just a wrapper to assign to the focalDist
- // dynamic field we can shortcut and increment it directly.
- DOFPostEffect.focalDist += 8;
-}
-
-function onMouseWheelDown()
-{
- DOFPostEffect.focalDist -= 8;
-}
-*/
-
-/// This method is for manually controlling the focal distance. It will have no
-/// effect if auto focus is currently enabled. Makes use of the parameters set by
-/// setFocusParams.
-function DOFPostEffect::setFocalDist( %this, %dist )
-{
- %this.focalDist = %dist;
-}
-
-/// This method sets auto focus enabled or disabled. Makes use of the parameters set
-/// by setFocusParams. When auto focus is enabled it determine the focal depth
-/// by performing a raycast at the screen-center.
-function DOFPostEffect::setAutoFocus( %this, %enabled )
-{
- %this.autoFocusEnabled = %enabled;
-}
-
-/// Set the parameters that control how the near and far equations are calculated
-/// from the focal distance. If you are not using auto focus you will need to call
-/// setFocusParams PRIOR to calling setFocalDist.
-function DOFPostEffect::setFocusParams( %this, %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
-{
- %this.nearBlurMax = %nearBlurMax;
- %this.farBlurMax = %farBlurMax;
- %this.minRange = %minRange;
- %this.maxRange = %maxRange;
- %this.nearSlope = %nearSlope;
- %this.farSlope = %farSlope;
-}
-
-/*
-
-More information...
-
-This DOF technique is based on this paper:
-http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html
-
-================================================================================
-1. Overview of how we represent "Depth of Field"
-================================================================================
-
-DOF is expressed as an amount of bluriness per pixel according to its depth.
-We represented this by a piecewise linear curve depicted below.
-
-Note: we also refer to "bluriness" as CoC ( circle of confusion ) which is the term
-used in the basis paper and in photography.
-
-
-X-axis (depth)
-x = 0.0----------------------------------------------x = 1.0
-
-Y-axis (bluriness)
-y = 1.0
- |
- | ____(x1,y1) (x4,y4)____
- | (ns,nb)\ <--Line1 line2---> /(fe,fb)
- | \ /
- | \(x2,y2) (x3,y3)/
- | (ne,0)------(fs,0)
-y = 0.0
-
-
-I have labeled the "corners" of this graph with (Xn,Yn) to illustrate that
-this is in fact a collection of line segments where the x/y of each point
-corresponds to the key below.
-
-key:
-ns - (n)ear blur (s)tart distance
-nb - (n)ear (b)lur amount (max value)
-ne - (n)ear blur (e)nd distance
-fs - (f)ar blur (s)tart distance
-fe - (f)ar blur (e)nd distance
-fb - (f)ar (b)lur amount (max value)
-
-Of greatest importance in this graph is Line1 and Line2. Where...
-L1 { (x1,y1), (x2,y2) }
-L2 { (x3,y3), (x4,y4) }
-
-Line one represents the amount of "near" blur given a pixels depth and line two
-represents the amount of "far" blur at that depth.
-
-Both these equations are evaluated for each pixel and then the larger of the two
-is kept. Also the output blur (for each equation) is clamped between 0 and its
-maximum allowable value.
-
-Therefore, to specify a DOF "qualify" you need to specify the near-blur-line,
-far-blur-line, and maximum near and far blur value.
-
-================================================================================
-2. Abstracting a "focal depth"
-================================================================================
-
-Although the shader(s) work in terms of a near and far equation it is more
-useful to express DOF as an adjustable focal depth and derive the other parameters
-"under the hood".
-
-Given a maximum near/far blur amount and a near/far slope we can calculate the
-near/far equations for any focal depth. We extend this to also support a range
-of depth around the focal depth that is also in focus and for that range to
-shrink or grow as the focal depth moves closer or farther.
-
-Keep in mind this is only one implementation and depending on the effect you
-desire you may which to express the relationship between focal depth and
-the shader paramaters different.
-
-*/
-
-//-----------------------------------------------------------------------------
-// GFXStateBlockData / ShaderData
-//-----------------------------------------------------------------------------
-
-singleton GFXStateBlockData( PFX_DefaultDOFStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampPoint;
-};
-
-singleton GFXStateBlockData( PFX_DOFCalcCoCStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
-};
-
-singleton GFXStateBlockData( PFX_DOFDownSampleStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampPoint;
-};
-
-singleton GFXStateBlockData( PFX_DOFBlurStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-singleton GFXStateBlockData( PFX_DOFFinalStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
- samplerStates[2] = SamplerClampLinear;
- samplerStates[3] = SamplerClampPoint;
-
- blendDefined = true;
- blendEnable = true;
- blendDest = GFXBlendInvSrcAlpha;
- blendSrc = GFXBlendOne;
-};
-
-singleton ShaderData( PFX_DOFDownSampleShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_P.glsl";
-
- samplerNames[0] = "$colorSampler";
- samplerNames[1] = "$depthSampler";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( PFX_DOFBlurYShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_P.glsl";
-
- samplerNames[0] = "$diffuseMap";
-
- pixVersion = 2.0;
- defines = "BLUR_DIR=float2(0.0,1.0)";
-};
-
-singleton ShaderData( PFX_DOFBlurXShader : PFX_DOFBlurYShader )
-{
- defines = "BLUR_DIR=float2(1.0,0.0)";
-};
-
-singleton ShaderData( PFX_DOFCalcCoCShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_P.glsl";
-
- samplerNames[0] = "$shrunkSampler";
- samplerNames[1] = "$blurredSampler";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( PFX_DOFSmallBlurShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_P.glsl";
-
- samplerNames[0] = "$colorSampler";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( PFX_DOFFinalShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_P.glsl";
-
- samplerNames[0] = "$colorSampler";
- samplerNames[1] = "$smallBlurSampler";
- samplerNames[2] = "$largeBlurSampler";
- samplerNames[3] = "$depthSampler";
-
- pixVersion = 3.0;
-};
-
-//-----------------------------------------------------------------------------
-// PostEffects
-//-----------------------------------------------------------------------------
-
-function DOFPostEffect::onAdd( %this )
-{
- // The weighted distribution of CoC value to the three blur textures
- // in the order small, medium, large. Most likely you will not need to
- // change this value.
- %this.setLerpDist( 0.2, 0.3, 0.5 );
-
- // Fill out some default values but DOF really should not be turned on
- // without actually specifying your own parameters!
- %this.autoFocusEnabled = false;
- %this.focalDist = 0.0;
- %this.nearBlurMax = 0.5;
- %this.farBlurMax = 0.5;
- %this.minRange = 50;
- %this.maxRange = 500;
- %this.nearSlope = -5.0;
- %this.farSlope = 5.0;
-}
-
-function DOFPostEffect::setLerpDist( %this, %d0, %d1, %d2 )
-{
- %this.lerpScale = -1.0 / %d0 SPC -1.0 / %d1 SPC -1.0 / %d2 SPC 1.0 / %d2;
- %this.lerpBias = 1.0 SPC ( 1.0 - %d2 ) / %d1 SPC 1.0 / %d2 SPC ( %d2 - 1.0 ) / %d2;
-}
-
-singleton PostEffect( DOFPostEffect )
-{
- renderTime = "PFXAfterBin";
- renderBin = "GlowBin";
- renderPriority = 0.1;
-
- shader = PFX_DOFDownSampleShader;
- stateBlock = PFX_DOFDownSampleStateBlock;
- texture[0] = "$backBuffer";
- texture[1] = "#deferred";
- target = "#shrunk";
- targetScale = "0.25 0.25";
-
- isEnabled = false;
-};
-
-singleton PostEffect( DOFBlurY )
-{
- shader = PFX_DOFBlurYShader;
- stateBlock = PFX_DOFBlurStateBlock;
- texture[0] = "#shrunk";
- target = "$outTex";
-};
-
-DOFPostEffect.add( DOFBlurY );
-
-singleton PostEffect( DOFBlurX )
-{
- shader = PFX_DOFBlurXShader;
- stateBlock = PFX_DOFBlurStateBlock;
- texture[0] = "$inTex";
- target = "#largeBlur";
-};
-
-DOFPostEffect.add( DOFBlurX );
-
-singleton PostEffect( DOFCalcCoC )
-{
- shader = PFX_DOFCalcCoCShader;
- stateBlock = PFX_DOFCalcCoCStateBlock;
- texture[0] = "#shrunk";
- texture[1] = "#largeBlur";
- target = "$outTex";
-};
-
-DOFPostEffect.add( DOFCalcCoc );
-
-singleton PostEffect( DOFSmallBlur )
-{
- shader = PFX_DOFSmallBlurShader;
- stateBlock = PFX_DefaultDOFStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
-};
-
-DOFPostEffect.add( DOFSmallBlur );
-
-singleton PostEffect( DOFFinalPFX )
-{
- shader = PFX_DOFFinalShader;
- stateBlock = PFX_DOFFinalStateBlock;
- texture[0] = "$backBuffer";
- texture[1] = "$inTex";
- texture[2] = "#largeBlur";
- texture[3] = "#deferred";
- target = "$backBuffer";
-};
-
-DOFPostEffect.add( DOFFinalPFX );
-
-
-//-----------------------------------------------------------------------------
-// Scripts
-//-----------------------------------------------------------------------------
-
-function DOFPostEffect::setShaderConsts( %this )
-{
- if ( %this.autoFocusEnabled )
- %this.autoFocus();
-
- %fd = %this.focalDist / $Param::FarDist;
-
- %range = mLerp( %this.minRange, %this.maxRange, %fd ) / $Param::FarDist * 0.5;
-
- // We work in "depth" space rather than real-world units for the
- // rest of this method...
-
- // Given the focal distance and the range around it we want in focus
- // we can determine the near-end-distance and far-start-distance
-
- %ned = getMax( %fd - %range, 0.0 );
- %fsd = getMin( %fd + %range, 1.0 );
-
- // near slope
- %nsl = %this.nearSlope;
-
- // Given slope of near blur equation and the near end dist and amount (x2,y2)
- // solve for the y-intercept
- // y = mx + b
- // so...
- // y - mx = b
-
- %b = 0.0 - %nsl * %ned;
-
- %eqNear = %nsl SPC %b SPC 0.0;
-
- // Do the same for the far blur equation...
-
- %fsl = %this.farSlope;
-
- %b = 0.0 - %fsl * %fsd;
-
- %eqFar = %fsl SPC %b SPC 1.0;
-
- %this.setShaderConst( "$dofEqWorld", %eqNear );
- DOFFinalPFX.setShaderConst( "$dofEqFar", %eqFar );
-
- %this.setShaderConst( "$maxWorldCoC", %this.nearBlurMax );
- DOFFinalPFX.setShaderConst( "$maxFarCoC", %this.farBlurMax );
-
- DOFFinalPFX.setShaderConst( "$dofLerpScale", %this.lerpScale );
- DOFFinalPFX.setShaderConst( "$dofLerpBias", %this.lerpBias );
-}
-
-function DOFPostEffect::autoFocus( %this )
-{
- if ( !isObject( ServerConnection ) ||
- !isObject( ServerConnection.getCameraObject() ) )
- {
- return;
- }
-
- %mask = $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType;
- %control = ServerConnection.getCameraObject();
-
- %fvec = %control.getEyeVector();
- %start = %control.getEyePoint();
-
- %end = VectorAdd( %start, VectorScale( %fvec, $Param::FarDist ) );
-
- // Use the client container for this ray cast.
- %result = containerRayCast( %start, %end, %mask, %control, true );
-
- %hitPos = getWords( %result, 1, 3 );
-
- if ( %hitPos $= "" )
- %focDist = $Param::FarDist;
- else
- %focDist = VectorDist( %hitPos, %start );
-
- // For debuging
- //$DOF::debug_dist = %focDist;
- //$DOF::debug_depth = %focDist / $Param::FarDist;
- //echo( "F: " @ %focDist SPC "D: " @ %delta );
-
- %this.focalDist = %focDist;
-}
-
-
-// For debugging
-/*
-function reloadDOF()
-{
- exec( "./dof.cs" );
- DOFPostEffect.reload();
- DOFPostEffect.disable();
- DOFPostEffect.enable();
-}
-
-function dofMetricsCallback()
-{
- return " | DOF |" @
- " Dist: " @ $DOF::debug_dist @
- " Depth: " @ $DOF::debug_depth;
-}
-*/
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/edgeAA.cs b/Templates/BaseGame/game/core/postFX/edgeAA.cs
deleted file mode 100644
index c3b4263fa..000000000
--- a/Templates/BaseGame/game/core/postFX/edgeAA.cs
+++ /dev/null
@@ -1,113 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-singleton GFXStateBlockData( PFX_DefaultEdgeAAStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- //samplerStates[1] = SamplerWrapPoint;
-};
-
-singleton ShaderData( PFX_EdgeAADetectShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
-
- samplerNames[0] = "$deferredBuffer";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( PFX_EdgeAAShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAP.glsl";
-
- samplerNames[0] = "$edgeBuffer";
- samplerNames[1] = "$backBuffer";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( PFX_EdgeAADebugShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl";
-
- samplerNames[0] = "$edgeBuffer";
-
- pixVersion = 3.0;
-};
-
-singleton PostEffect( EdgeDetectPostEffect )
-{
- renderTime = "PFXBeforeBin";
- renderBin = "ObjTranslucentBin";
- //renderPriority = 0.1;
- targetScale = "0.5 0.5";
-
- shader = PFX_EdgeAADetectShader;
- stateBlock = PFX_DefaultEdgeAAStateBlock;
- texture[0] = "#deferred";
- target = "#edge";
-
- isEnabled = true;
-};
-
-singleton PostEffect( EdgeAAPostEffect )
-{
- renderTime = "PFXAfterDiffuse";
- //renderBin = "ObjTranslucentBin";
- //renderPriority = 0.1;
-
- shader = PFX_EdgeAAShader;
- stateBlock = PFX_DefaultEdgeAAStateBlock;
- texture[0] = "#edge";
- texture[1] = "$backBuffer";
- target = "$backBuffer";
-};
-
-singleton PostEffect( Debug_EdgeAAPostEffect )
-{
- renderTime = "PFXAfterDiffuse";
- //renderBin = "ObjTranslucentBin";
- //renderPriority = 0.1;
-
- shader = PFX_EdgeAADebugShader;
- stateBlock = PFX_DefaultEdgeAAStateBlock;
- texture[0] = "#edge";
- target = "$backBuffer";
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/flash.cs b/Templates/BaseGame/game/core/postFX/flash.cs
deleted file mode 100644
index 1c97c6411..000000000
--- a/Templates/BaseGame/game/core/postFX/flash.cs
+++ /dev/null
@@ -1,63 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( PFX_FlashShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl";
-
- samplerNames[0] = "$backBuffer";
-
- defines = "WHITE_COLOR=float4(1.0,1.0,1.0,0.0);MUL_COLOR=float4(1.0,0.25,0.25,0.0)";
-
- pixVersion = 2.0;
-};
-
-singleton PostEffect( FlashFx )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- renderTime = "PFXAfterDiffuse";
-
- shader = PFX_FlashShader;
- texture[0] = "$backBuffer";
- renderPriority = 10;
- stateBlock = PFX_DefaultStateBlock;
-};
-
-function FlashFx::setShaderConsts( %this )
-{
- if ( isObject( ServerConnection ) )
- {
- %this.setShaderConst( "$damageFlash", ServerConnection.getDamageFlash() );
- %this.setShaderConst( "$whiteOut", ServerConnection.getWhiteOut() );
- }
- else
- {
- %this.setShaderConst( "$damageFlash", 0 );
- %this.setShaderConst( "$whiteOut", 0 );
- }
-}
diff --git a/Templates/BaseGame/game/core/postFX/fog.cs b/Templates/BaseGame/game/core/postFX/fog.cs
deleted file mode 100644
index 4b9bfc663..000000000
--- a/Templates/BaseGame/game/core/postFX/fog.cs
+++ /dev/null
@@ -1,135 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Fog
-//------------------------------------------------------------------------------
-
-singleton ShaderData( FogPassShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
-
- samplerNames[0] = "$deferredTex";
-
- pixVersion = 2.0;
-};
-
-
-singleton GFXStateBlockData( FogPassStateBlock : PFX_DefaultStateBlock )
-{
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendSrcAlpha;
- blendDest = GFXBlendInvSrcAlpha;
-};
-
-
-singleton PostEffect( FogPostFx )
-{
- // We forward render the reflection pass
- // so it does its own fogging.
- allowReflectPass = false;
-
- renderTime = "PFXBeforeBin";
- renderBin = "ObjTranslucentBin";
-
- shader = FogPassShader;
- stateBlock = FogPassStateBlock;
- texture[0] = "#deferred";
-
- renderPriority = 5;
-
- targetFormat = getBestHDRFormat();
- isEnabled = true;
-};
-
-
-//------------------------------------------------------------------------------
-// UnderwaterFog
-//------------------------------------------------------------------------------
-
-singleton ShaderData( UnderwaterFogPassShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/underwaterFogP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl";
-
- samplerNames[0] = "$deferredTex";
- samplerNames[1] = "$backbuffer";
- samplerNames[2] = "$waterDepthGradMap";
-
- pixVersion = 2.0;
-};
-
-
-singleton GFXStateBlockData( UnderwaterFogPassStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampPoint;
- samplerStates[2] = SamplerClampLinear;
-};
-
-
-singleton PostEffect( UnderwaterFogPostFx )
-{
- oneFrameOnly = true;
- onThisFrame = false;
-
- // Let the fog effect render during the
- // reflection pass.
- allowReflectPass = true;
-
- renderTime = "PFXBeforeBin";
- renderBin = "ObjTranslucentBin";
-
- shader = UnderwaterFogPassShader;
- stateBlock = UnderwaterFogPassStateBlock;
- texture[0] = "#deferred";
- texture[1] = "$backBuffer";
- texture[2] = "#waterDepthGradMap";
-
- // Needs to happen after the FogPostFx
- renderPriority = 4;
-
- isEnabled = true;
-};
-
-function UnderwaterFogPostFx::onEnabled( %this )
-{
- TurbulenceFx.enable();
- CausticsPFX.enable();
- return true;
-}
-
-function UnderwaterFogPostFx::onDisabled( %this )
-{
- TurbulenceFx.disable();
- CausticsPFX.disable();
- return false;
-}
diff --git a/Templates/BaseGame/game/core/postFX/fxaa.cs b/Templates/BaseGame/game/core/postFX/fxaa.cs
deleted file mode 100644
index 4b81c6e19..000000000
--- a/Templates/BaseGame/game/core/postFX/fxaa.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "NVIDIA FXAA 3.11" by TIMOTHY LOTTES
-//
-// http://timothylottes.blogspot.com/
-//
-// The shader is tuned for the defaul quality and good performance.
-// See shaders\common\postFx\fxaa\fxaaP.hlsl to tweak the internal
-// quality and performance settings.
-
-singleton GFXStateBlockData( FXAA_StateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-singleton ShaderData( FXAA_ShaderData )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaP.glsl";
-
- samplerNames[0] = "$colorTex";
-
- pixVersion = 3.0;
-};
-
-singleton PostEffect( FXAA_PostEffect )
-{
- isEnabled = false;
-
- allowReflectPass = false;
- renderTime = "PFXAfterDiffuse";
-
- texture[0] = "$backBuffer";
-
- target = "$backBuffer";
-
- stateBlock = FXAA_StateBlock;
- shader = FXAA_ShaderData;
-};
-
diff --git a/Templates/BaseGame/game/core/postFX/glow.cs b/Templates/BaseGame/game/core/postFX/glow.cs
deleted file mode 100644
index 0f062f6f7..000000000
--- a/Templates/BaseGame/game/core/postFX/glow.cs
+++ /dev/null
@@ -1,184 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-singleton ShaderData( PFX_GlowBlurVertShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurP.glsl";
-
- defines = "BLUR_DIR=float2(0.0,1.0)";
-
- samplerNames[0] = "$diffuseMap";
-
- pixVersion = 2.0;
-};
-
-
-singleton ShaderData( PFX_GlowBlurHorzShader : PFX_GlowBlurVertShader )
-{
- defines = "BLUR_DIR=float2(1.0,0.0)";
-};
-
-
-singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
-{
- // Use alpha test to save some fillrate
- // on the non-glowing areas of the scene.
- alphaDefined = true;
- alphaTestEnable = true;
- alphaTestRef = 1;
- alphaTestFunc = GFXCmpGreaterEqual;
-
- // Do a one to one blend.
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendOne;
- blendDest = GFXBlendOne;
-};
-
-
-singleton PostEffect( GlowPostFx )
-{
- // Do not allow the glow effect to work in reflection
- // passes by default so we don't do the extra drawing.
- allowReflectPass = false;
-
- renderTime = "PFXAfterBin";
- renderBin = "GlowBin";
- renderPriority = 1;
-
- // First we down sample the glow buffer.
- shader = PFX_PassthruShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "#glowbuffer";
- target = "$outTex";
- targetScale = "0.5 0.5";
-
- isEnabled = true;
-
- // Blur vertically
- new PostEffect()
- {
- shader = PFX_GlowBlurVertShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- };
-
- // Blur horizontally
- new PostEffect()
- {
- shader = PFX_GlowBlurHorzShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- };
-
- // Upsample and combine with the back buffer.
- new PostEffect()
- {
- shader = PFX_PassthruShader;
- stateBlock = PFX_GlowCombineStateBlock;
- texture[0] = "$inTex";
- target = "$backBuffer";
- };
-};
-
-singleton ShaderData( PFX_VolFogGlowBlurVertShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";
-
- defines = "BLUR_DIR=float2(0.0,1.0)";
- samplerNames[0] = "$diffuseMap";
- pixVersion = 2.0;
-};
-singleton ShaderData( PFX_VolFogGlowBlurHorzShader : PFX_VolFogGlowBlurVertShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";
-
- defines = "BLUR_DIR=float2(1.0,0.0)";
-};
-
-$VolFogGlowPostFx::glowStrength = 0.3;
-
-singleton PostEffect( VolFogGlowPostFx )
-{
- // Do not allow the glow effect to work in reflection
- // passes by default so we don't do the extra drawing.
- allowReflectPass = false;
- renderTime = "PFXAfterBin";
- renderBin = "FogBin";
- renderPriority = 1;
- // First we down sample the glow buffer.
- shader = PFX_PassthruShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$backbuffer";
- target = "$outTex";
- targetScale = "0.5 0.5";
- isEnabled = true;
- // Blur vertically
- new PostEffect()
- {
- shader = PFX_VolFogGlowBlurVertShader;
- stateBlock = PFX_DefaultStateBlock;
- internalName = "vert";
- texture[0] = "$inTex";
- target = "$outTex";
- };
- // Blur horizontally
- new PostEffect()
- {
- shader = PFX_VolFogGlowBlurHorzShader;
- stateBlock = PFX_DefaultStateBlock;
- internalName = "hor";
- texture[0] = "$inTex";
- target = "$outTex";
- };
- // Upsample and combine with the back buffer.
- new PostEffect()
- {
- shader = PFX_PassthruShader;
- stateBlock = PFX_GlowCombineStateBlock;
- texture[0] = "$inTex";
- target = "$backBuffer";
- };
-};
-
-function VolFogGlowPostFx::setShaderConsts( %this )
-{
- %vp=%this-->vert;
- %vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength );
- %vp=%this-->hor;
- %vp.setShaderConst( "$strength", $VolFogGlowPostFx::glowStrength );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/hdr.cs b/Templates/BaseGame/game/core/postFX/hdr.cs
deleted file mode 100644
index 837d8e6c8..000000000
--- a/Templates/BaseGame/game/core/postFX/hdr.cs
+++ /dev/null
@@ -1,529 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-/// Blends between the scene and the tone mapped scene.
-$HDRPostFX::enableToneMapping = 0.5;
-
-/// The tone mapping middle grey or exposure value used
-/// to adjust the overall "balance" of the image.
-///
-/// 0.18 is fairly common value.
-///
-$HDRPostFX::keyValue = 0.18;
-
-/// The minimum luninace value to allow when tone mapping
-/// the scene. Is particularly useful if your scene very
-/// dark or has a black ambient color in places.
-$HDRPostFX::minLuminace = 0.001;
-
-/// The lowest luminance value which is mapped to white. This
-/// is usually set to the highest visible luminance in your
-/// scene. By setting this to smaller values you get a contrast
-/// enhancement.
-$HDRPostFX::whiteCutoff = 1.0;
-
-/// The rate of adaptation from the previous and new
-/// average scene luminance.
-$HDRPostFX::adaptRate = 2.0;
-
-/// Blends between the scene and the blue shifted version
-/// of the scene for a cinematic desaturated night effect.
-$HDRPostFX::enableBlueShift = 0.0;
-
-/// The blue shift color value.
-$HDRPostFX::blueShiftColor = "1.05 0.97 1.27";
-
-
-/// Blends between the scene and the bloomed scene.
-$HDRPostFX::enableBloom = 1.0;
-
-/// The threshold luminace value for pixels which are
-/// considered "bright" and need to be bloomed.
-$HDRPostFX::brightPassThreshold = 1.0;
-
-/// These are used in the gaussian blur of the
-/// bright pass for the bloom effect.
-$HDRPostFX::gaussMultiplier = 0.3;
-$HDRPostFX::gaussMean = 0.0;
-$HDRPostFX::gaussStdDev = 0.8;
-
-/// The 1x255 color correction ramp texture used
-/// by both the HDR shader and the GammaPostFx shader
-/// for doing full screen color correction.
-$HDRPostFX::colorCorrectionRamp = "core/images/null_color_ramp.png";
-
-
-singleton ShaderData( HDR_BrightPassShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl";
-
- samplerNames[0] = "$inputTex";
- samplerNames[1] = "$luminanceTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_DownScale4x4Shader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4P.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4P.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( HDR_BloomGaussBlurHShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_BloomGaussBlurVShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_SampleLumShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_DownSampleLumShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_CalcAdaptedLumShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl";
-
- samplerNames[0] = "$currLum";
- samplerNames[1] = "$lastAdaptedLum";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( HDR_CombineShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl";
-
- samplerNames[0] = "$sceneTex";
- samplerNames[1] = "$luminanceTex";
- samplerNames[2] = "$bloomTex";
- samplerNames[3] = "$colorCorrectionTex";
- samplerNames[4] = "deferredTex";
-
- pixVersion = 3.0;
-};
-
-
-singleton GFXStateBlockData( HDR_SampleStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampPoint;
-};
-
-singleton GFXStateBlockData( HDR_DownSampleStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
-};
-
-singleton GFXStateBlockData( HDR_CombineStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerClampLinear;
- samplerStates[2] = SamplerClampLinear;
- samplerStates[3] = SamplerClampLinear;
-};
-
-singleton GFXStateBlockData( HDRStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
- samplerStates[2] = SamplerClampLinear;
- samplerStates[3] = SamplerClampLinear;
-
- blendDefined = true;
- blendDest = GFXBlendOne;
- blendSrc = GFXBlendZero;
-
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- cullDefined = true;
- cullMode = GFXCullNone;
-};
-
-
-function HDRPostFX::setShaderConsts( %this )
-{
- %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold );
- %this.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue );
-
- %bloomH = %this-->bloomH;
- %bloomH.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier );
- %bloomH.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean );
- %bloomH.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev );
-
- %bloomV = %this-->bloomV;
- %bloomV.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier );
- %bloomV.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean );
- %bloomV.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev );
-
- %minLuminace = $HDRPostFX::minLuminace;
- if ( %minLuminace <= 0.0 )
- {
- // The min should never be pure zero else the
- // log() in the shader will generate INFs.
- %minLuminace = 0.00001;
- }
- %this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace );
-
- %this-->finalLum.setShaderConst( "$adaptRate", $HDRPostFX::adaptRate );
-
- %combinePass = %this-->combinePass;
- %combinePass.setShaderConst( "$g_fEnableToneMapping", $HDRPostFX::enableToneMapping );
- %combinePass.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue );
- %combinePass.setShaderConst( "$g_fBloomScale", $HDRPostFX::enableBloom );
- %combinePass.setShaderConst( "$g_fEnableBlueShift", $HDRPostFX::enableBlueShift );
- %combinePass.setShaderConst( "$g_fBlueShiftColor", $HDRPostFX::blueShiftColor );
-
- %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5);
- %combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma );
- %combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness );
- %combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast );
-
- %whiteCutoff = ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ) *
- ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff );
- %combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff );
-}
-
-function HDRPostFX::preProcess( %this )
-{
- %combinePass = %this-->combinePass;
-
- if ( %combinePass.texture[3] !$= $HDRPostFX::colorCorrectionRamp )
- %combinePass.setTexture( 3, $HDRPostFX::colorCorrectionRamp );
-}
-
-function HDRPostFX::onEnabled( %this )
-{
- // See what HDR format would be best.
- %format = getBestHDRFormat();
- if ( %format $= "" || %format $= "GFXFormatR8G8B8A8" )
- {
- // We didn't get a valid HDR format... so fail.
- return false;
- }
-
- // HDR does it's own gamma calculation so
- // disable this postFx.
- GammaPostFX.disable();
-
- // Set the right global shader define for HDR.
- if ( %format $= "GFXFormatR10G10B10A2" )
- addGlobalShaderMacro( "TORQUE_HDR_RGB10" );
- else if ( %format $= "GFXFormatR16G16B16A16" )
- addGlobalShaderMacro( "TORQUE_HDR_RGB16" );
-
- echo( "HDR FORMAT: " @ %format );
-
- // Change the format of the offscreen surface
- // to an HDR compatible format.
- AL_FormatToken.format = %format;
- setReflectFormat( %format );
-
- // Reset the light manager which will ensure the new
- // hdr encoding takes effect in all the shaders and
- // that the offscreen surface is enabled.
- resetLightManager();
-
- return true;
-}
-
-function HDRPostFX::onDisabled( %this )
-{
- // Enable a special GammaCorrection PostFX when this is disabled.
- GammaPostFX.enable();
-
- // Restore the non-HDR offscreen surface format.
- %format = getBestHDRFormat();
- AL_FormatToken.format = %format;
- setReflectFormat( %format );
-
- removeGlobalShaderMacro( "TORQUE_HDR_RGB10" );
- removeGlobalShaderMacro( "TORQUE_HDR_RGB16" );
-
- // Reset the light manager which will ensure the new
- // hdr encoding takes effect in all the shaders.
- resetLightManager();
-}
-
-singleton PostEffect( HDRPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- // Resolve the HDR before we render any editor stuff
- // and before we resolve the scene to the backbuffer.
- renderTime = "PFXBeforeBin";
- renderBin = "EditorBin";
- renderPriority = 9999;
-
- // The bright pass generates a bloomed version of
- // the scene for pixels which are brighter than a
- // fixed threshold value.
- //
- // This is then used in the final HDR combine pass
- // at the end of this post effect chain.
- //
-
- shader = HDR_BrightPassShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$backBuffer";
- texture[1] = "#adaptedLum";
- target = "$outTex";
- targetFormat = "GFXFormatR16G16B16A16F";
- targetScale = "0.5 0.5";
-
- new PostEffect()
- {
- allowReflectPass = false;
- shader = HDR_DownScale4x4Shader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- targetFormat = "GFXFormatR16G16B16A16F";
- targetScale = "0.25 0.25";
- };
-
- new PostEffect()
- {
- allowReflectPass = false;
- internalName = "bloomH";
-
- shader = HDR_BloomGaussBlurHShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- targetFormat = "GFXFormatR16G16B16A16F";
- };
-
- new PostEffect()
- {
- allowReflectPass = false;
- internalName = "bloomV";
-
- shader = HDR_BloomGaussBlurVShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "#bloomFinal";
- targetFormat = "GFXFormatR16G16B16A16F";
- };
-
- // BrightPass End
-
- // Now calculate the adapted luminance.
- new PostEffect()
- {
- allowReflectPass = false;
- internalName = "adaptLum";
-
- shader = HDR_SampleLumShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$backBuffer";
- target = "$outTex";
- targetScale = "0.0625 0.0625"; // 1/16th
- targetFormat = "GFXFormatR16F";
-
- new PostEffect()
- {
- allowReflectPass = false;
- shader = HDR_DownSampleLumShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- targetScale = "0.25 0.25"; // 1/4
- targetFormat = "GFXFormatR16F";
- };
-
- new PostEffect()
- {
- allowReflectPass = false;
- shader = HDR_DownSampleLumShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- targetScale = "0.25 0.25"; // 1/4
- targetFormat = "GFXFormatR16F";
- };
-
- new PostEffect()
- {
- allowReflectPass = false;
- shader = HDR_DownSampleLumShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- target = "$outTex";
- targetScale = "0.25 0.25"; // At this point the target should be 1x1.
- targetFormat = "GFXFormatR16F";
- };
-
- // Note that we're reading the adapted luminance
- // from the previous frame when generating this new
- // one... PostEffect takes care to manage that.
- new PostEffect()
- {
- allowReflectPass = false;
- internalName = "finalLum";
- shader = HDR_CalcAdaptedLumShader;
- stateBlock = HDR_DownSampleStateBlock;
- texture[0] = "$inTex";
- texture[1] = "#adaptedLum";
- target = "#adaptedLum";
- targetFormat = "GFXFormatR16F";
- targetClear = "PFXTargetClear_OnCreate";
- targetClearColor = "1 1 1 1";
- };
- };
-
- // Output the combined bloom and toned mapped
- // version of the scene.
- new PostEffect()
- {
- allowReflectPass = false;
- internalName = "combinePass";
-
- shader = HDR_CombineShader;
- stateBlock = HDR_CombineStateBlock;
- texture[0] = "$backBuffer";
- texture[1] = "#adaptedLum";
- texture[2] = "#bloomFinal";
- texture[3] = $HDRPostFX::colorCorrectionRamp;
- target = "$backBuffer";
- };
-};
-
-singleton ShaderData( LuminanceVisShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/luminanceVisP.hlsl";
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/luminanceVisP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 3.0;
-};
-
-singleton GFXStateBlockData( LuminanceVisStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-function LuminanceVisPostFX::setShaderConsts( %this )
-{
- %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold );
-}
-
-singleton PostEffect( LuminanceVisPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- // Render before we do any editor rendering.
- renderTime = "PFXBeforeBin";
- renderBin = "EditorBin";
- renderPriority = 9999;
-
- shader = LuminanceVisShader;
- stateBlock = LuminanceVisStateBlock;
- texture[0] = "$backBuffer";
- target = "$backBuffer";
- //targetScale = "0.0625 0.0625"; // 1/16th
- //targetFormat = "GFXFormatR16F";
-};
-
-function LuminanceVisPostFX::onEnabled( %this )
-{
- if ( !HDRPostFX.isEnabled() )
- {
- HDRPostFX.enable();
- }
-
- HDRPostFX.skip = true;
-
- return true;
-}
-
-function LuminanceVisPostFX::onDisabled( %this )
-{
- HDRPostFX.skip = false;
-}
-
diff --git a/Templates/BaseGame/game/core/postFX/lightRay.cs b/Templates/BaseGame/game/core/postFX/lightRay.cs
deleted file mode 100644
index 523b9bdea..000000000
--- a/Templates/BaseGame/game/core/postFX/lightRay.cs
+++ /dev/null
@@ -1,110 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-$LightRayPostFX::brightScalar = 0.75;
-$LightRayPostFX::numSamples = 40;
-$LightRayPostFX::density = 0.94;
-$LightRayPostFX::weight = 5.65;
-$LightRayPostFX::decay = 1.0;
-$LightRayPostFX::exposure = 0.0005;
-$LightRayPostFX::resolutionScale = 1.0;
-
-
-singleton ShaderData( LightRayOccludeShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayOccludeP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl";
-
- samplerNames[0] = "$backBuffer";
- samplerNames[1] = "$deferredTex";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( LightRayShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayP.glsl";
-
- samplerNames[0] = "$frameSampler";
- samplerNames[1] = "$backBuffer";
-
- pixVersion = 3.0;
-};
-
-singleton GFXStateBlockData( LightRayStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampLinear;
-};
-
-singleton PostEffect( LightRayPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- renderTime = "PFXBeforeBin";
- renderBin = "EditorBin";
- renderPriority = 10;
-
- shader = LightRayOccludeShader;
- stateBlock = LightRayStateBlock;
- texture[0] = "$backBuffer";
- texture[1] = "#deferred";
- target = "$outTex";
- targetFormat = "GFXFormatR16G16B16A16F";
-
- new PostEffect()
- {
- shader = LightRayShader;
- stateBlock = LightRayStateBlock;
- internalName = "final";
- texture[0] = "$inTex";
- texture[1] = "$backBuffer";
- target = "$backBuffer";
- };
-};
-
-function LightRayPostFX::preProcess( %this )
-{
- %this.targetScale = $LightRayPostFX::resolutionScale SPC $LightRayPostFX::resolutionScale;
-}
-
-function LightRayPostFX::setShaderConsts( %this )
-{
- %this.setShaderConst( "$brightScalar", $LightRayPostFX::brightScalar );
-
- %pfx = %this-->final;
- %pfx.setShaderConst( "$numSamples", $LightRayPostFX::numSamples );
- %pfx.setShaderConst( "$density", $LightRayPostFX::density );
- %pfx.setShaderConst( "$weight", $LightRayPostFX::weight );
- %pfx.setShaderConst( "$decay", $LightRayPostFX::decay );
- %pfx.setShaderConst( "$exposure", $LightRayPostFX::exposure );
-}
diff --git a/Templates/BaseGame/game/core/postFX/ovrBarrelDistortion.cs b/Templates/BaseGame/game/core/postFX/ovrBarrelDistortion.cs
deleted file mode 100644
index 1ea280863..000000000
--- a/Templates/BaseGame/game/core/postFX/ovrBarrelDistortion.cs
+++ /dev/null
@@ -1,167 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Only load these shaders if an Oculus VR device is present
-if(!isFunction(isOculusVRDeviceActive))
- return;
-
-//-----------------------------------------------------------------------------
-// Shader data
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( OVRMonoToStereoShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/monoToStereoP.hlsl";
-
- //OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.hlsl";
- //OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/monoToStereoP.glsl";
-
- samplerNames[0] = "$backBuffer";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( OVRBarrelDistortionShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionP.hlsl";
-
- //OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- //OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/barrelDistortionP.glsl";
-
- samplerNames[0] = "$backBuffer";
-
- pixVersion = 2.0;
-};
-
-singleton ShaderData( OVRBarrelDistortionChromaShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionChromaP.hlsl";
-
- pixVersion = 2.0;
-};
-
-//-----------------------------------------------------------------------------
-// GFX state blocks
-//-----------------------------------------------------------------------------
-
-singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-//-----------------------------------------------------------------------------
-// Barrel Distortion PostFx
-//
-// To be used with the Oculus Rift.
-// Expects a stereo pair to exist on the back buffer and then applies the
-// appropriate barrel distortion.
-//-----------------------------------------------------------------------------
-singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- renderTime = "PFXAfterDiffuse";
- renderPriority = 100;
-
- // The barrel distortion
- shader = OVRBarrelDistortionShader;
- stateBlock = OVRBarrelDistortionStateBlock;
-
- texture[0] = "$backBuffer";
-
- scaleOutput = 1.25;
-};
-
-//-----------------------------------------------------------------------------
-// Barrel Distortion with Chromatic Aberration Correction PostFx
-//
-// To be used with the Oculus Rift.
-// Expects a stereo pair to exist on the back buffer and then applies the
-// appropriate barrel distortion.
-// This version applies a chromatic aberration correction during the
-// barrel distortion.
-//-----------------------------------------------------------------------------
-singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- renderTime = "PFXAfterDiffuse";
- renderPriority = 100;
-
- // The barrel distortion
- shader = OVRBarrelDistortionChromaShader;
- stateBlock = OVRBarrelDistortionStateBlock;
-
- texture[0] = "$backBuffer";
-
- scaleOutput = 1.25;
-};
-
-//-----------------------------------------------------------------------------
-// Barrel Distortion Mono PostFx
-//
-// To be used with the Oculus Rift.
-// Takes a non-stereo image and turns it into a stereo pair with barrel
-// distortion applied. Only a vertical slice around the center of the back
-// buffer is used to generate the pseudo stereo pair.
-//-----------------------------------------------------------------------------
-singleton PostEffect( OVRBarrelDistortionMonoPostFX )
-{
- isEnabled = false;
- allowReflectPass = false;
-
- renderTime = "PFXAfterDiffuse";
- renderPriority = 100;
-
- // Converts the mono display to a stereo one
- shader = OVRMonoToStereoShader;
- stateBlock = OVRBarrelDistortionStateBlock;
-
- texture[0] = "$backBuffer";
- target = "$outTex";
-
- // The actual barrel distortion
- new BarrelDistortionPostEffect(OVRBarrelDistortionMonoStage2PostFX)
- {
- shader = OVRBarrelDistortionShader;
- stateBlock = OVRBarrelDistortionStateBlock;
- texture[0] = "$inTex";
- target = "$backBuffer";
-
- scaleOutput = 1.25;
- };
-
-};
-
-function OVRBarrelDistortionMonoPostFX::setShaderConsts( %this )
-{
- %HMDIndex = 0;
-
- %xOffsets = getOVRHMDEyeXOffsets(%HMDIndex);
- %this.setShaderConst( "$LensXOffsets", %xOffsets );
-}
diff --git a/Templates/BaseGame/game/core/postFX/postFxManager.gui b/Templates/BaseGame/game/core/postFX/postFxManager.gui
deleted file mode 100644
index e74179374..000000000
--- a/Templates/BaseGame/game/core/postFX/postFxManager.gui
+++ /dev/null
@@ -1,2755 +0,0 @@
-//--- OBJECT WRITE BEGIN ---
-%guiContent = new GuiControl(PostFXManager) {
- position = "0 0";
- extent = "1024 768";
- minExtent = "8 8";
- horizSizing = "width";
- vertSizing = "height";
- profile = "GuiModelessDialogProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "1";
-
- new DbgFileView() {
- position = "0 0";
- extent = "8 2";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiWindowCtrl(ppOptionsWindow) {
- text = "PostFX Manager";
- resizeWidth = "0";
- resizeHeight = "0";
- canMove = "1";
- canClose = "1";
- canMinimize = "0";
- canMaximize = "0";
- canCollapse = "0";
- closeCommand = "Canvas.popDialog(PostFXManager);";
- edgeSnap = "0";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "306 216";
- extent = "411 336";
- minExtent = "8 8";
- horizSizing = "center";
- vertSizing = "center";
- profile = "GuiWindowProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiBitmapBorderCtrl() {
- position = "11 77";
- extent = "390 216";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBorderProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTabBookCtrl(ppOptionsTabBook) {
- tabPosition = "Top";
- tabMargin = "7";
- minTabWidth = "32";
- tabHeight = "20";
- allowReorder = "0";
- defaultPage = "-1";
- selectedPage = "1";
- frontTabPadding = "0";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "11 58";
- extent = "394 233";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBookProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTabPageCtrl(ppOptionsSSAOTab) {
- fitBook = "0";
- text = "SSAO";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "394 213";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Options for the Screen Space Ambient Occlusion postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiBitmapBorderCtrl() {
- position = "12 30";
- extent = "365 170";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBorderProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "1";
- };
- new GuiTabBookCtrl(ppOptionsSSAOOptions) {
- tabPosition = "Top";
- tabMargin = "7";
- minTabWidth = "64";
- tabHeight = "20";
- allowReorder = "0";
- defaultPage = "-1";
- selectedPage = "2";
- frontTabPadding = "0";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "12 11";
- extent = "362 185";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBookProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTabPageCtrl(ppOptionsSSAOGeneralTab) {
- fitBook = "0";
- text = "General";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "362 165";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains general overall settings for the SSAO postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTextCtrl(ppOptionsSSAOOverallStrengthLabel) {
- text = "Overall Strength";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "31 57";
- extent = "77 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the overall strength of the Ambient Occlusion effect.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOBlurDepthLabel) {
- text = "Blur (Softness)";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "38 85";
- extent = "73 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the amount of softness in the SSAO, overall.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOBlurNormalLabel) {
- text = "Blur (Normal Maps)";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "19 112";
- extent = "92 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the amount of softness in the SSAO, in the normal maps.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiPopUpMenuCtrl(ppOptionsSSAOQuality) {
- maxPopupHeight = "200";
- sbUsesNAColor = "0";
- reverseTextList = "0";
- bitmapBounds = "16 16";
- text = "Low";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "120 28";
- extent = "211 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiPopUpMenuProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOQualityLabel) {
- text = "Quality";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "76 29";
- extent = "32 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOOverallStrength) {
- range = "0 50";
- ticks = "1000";
- snap = "0";
- value = "2";
- position = "120 56";
- extent = "211 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOBlurDepth) {
- range = "0 0.3";
- ticks = "1000";
- snap = "0";
- value = "0.001";
- position = "120 86";
- extent = "211 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOBlurNormal) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0.95";
- position = "119 113";
- extent = "212 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsSSAONearTab) {
- fitBook = "0";
- text = "Near";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "362 165";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings for the near range ambient occlusion aspect of the SSAO postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiSliderCtrl(ppOptionsSSAONearRadius) {
- range = "0.001 5";
- ticks = "1000";
- snap = "0";
- value = "0.1";
- position = "122 17";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAONearDepthMin) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "0.1";
- position = "122 62";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAONearStrength) {
- range = "0 20";
- ticks = "1000";
- snap = "0";
- value = "6";
- position = "122 39";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearRadiusLabel) {
- text = "Radius";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "80 16";
- extent = "34 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the near/small radius SSAO reach.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearStrengthLabel) {
- text = "Strength";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "73 38";
- extent = "41 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the near/small radius SSAO strength.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearDepthMinLabel) {
- text = "Depth Min";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "66 61";
- extent = "48 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the near/small radius SSAO minimum depth value.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearDepthMaxLabel) {
- text = "Depth Max";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "62 85";
- extent = "52 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the near/small radius SSAO maximum depth value.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAONearDepthMax) {
- range = "0 50";
- ticks = "1000";
- snap = "0";
- value = "1";
- position = "122 86";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAONearToleranceNormal) {
- range = "0 2";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "122 133";
- extent = "103 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAONearTolerancePower) {
- range = "0 2";
- ticks = "1000";
- snap = "0";
- value = "1";
- position = "246 133";
- extent = "97 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearToleranceLabel2) {
- text = "Tolerance / Power";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "24 132";
- extent = "92 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAONearToleranceLabel1) {
- text = "Normal Maps : ";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "19 113";
- extent = "71 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsSSAOFarTab) {
- fitBook = "0";
- text = "Far";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "362 165";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings for the far range ambient occlusion aspect of the SSAO postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTextCtrl(ppOptionsSSAOFarRadiusLabel) {
- text = "Radius";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "80 16";
- extent = "34 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the far/large radius SSAO reach.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarRadius) {
- range = "0.001 5";
- ticks = "1000";
- snap = "0";
- value = "1";
- position = "122 17";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOFarStrengthLabel) {
- text = "Strength";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "73 38";
- extent = "41 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the far/large radius SSAO strength.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarStrength) {
- range = "0 20";
- ticks = "1000";
- snap = "0";
- value = "10";
- position = "122 39";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOFarDepthMinLabel) {
- text = "Depth Min";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "66 61";
- extent = "48 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the far/large radius SSAO minimum depth.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarDepthMin) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "0.2";
- position = "122 62";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOFarDepthMaxLabel) {
- text = "Depth Max";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "62 85";
- extent = "52 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the far/large radius SSAO maximum.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarDepthMax) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "2";
- position = "122 86";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsSSAOFarToleranceLabel1) {
- text = "Normal Maps :";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "6 113";
- extent = "72 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl() {
- text = "Tolerance / Power";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "24 132";
- extent = "90 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarToleranceNormal) {
- range = "0 2";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "122 133";
- extent = "100 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsSSAOFarTolerancePower) {
- range = "0 2";
- ticks = "1000";
- snap = "0";
- value = "2";
- position = "239 133";
- extent = "104 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- };
- new GuiCheckBoxCtrl(ppOptionsEnableSSAO) {
- useInactiveState = "0";
- text = "Enable";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "329 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable/Disable the SSAO postFX";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsHDRTab) {
- fitBook = "0";
- text = "HDR";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "394 213";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Options for the High Definition Range Lighting postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiBitmapBorderCtrl() {
- position = "12 30";
- extent = "363 172";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBorderProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "1";
- };
- new GuiTabBookCtrl(ppOptionsHDROptions) {
- tabPosition = "Top";
- tabMargin = "7";
- minTabWidth = "64";
- tabHeight = "20";
- allowReorder = "0";
- defaultPage = "-1";
- selectedPage = "0";
- frontTabPadding = "0";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "12 11";
- extent = "365 195";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBookProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTabPageCtrl(ppOptionsHDRBrightnessTab) {
- fitBook = "0";
- text = "Brightness";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "365 175";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings related to the brightness of the HDR postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiSliderCtrl(ppOptionsHDRMinLuminance) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "132 77";
- extent = "206 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 0";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRKeyValue) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0.0459184";
- position = "132 50";
- extent = "206 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 0.0459184";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRKeyValueLabel) {
- text = "Key Value";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "69 50";
- extent = "52 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The tone mapping middle grey or exposure value used to adjust the overall \"balance\" of the image.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRMinLuminanceLabel) {
- text = "Minimum Luminance";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "25 77";
- extent = "96 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The minimum luminance value to allow when tone mapping the scene. This is particularly useful if your scene is very dark or has a black ambient color in places.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRWhiteCutoffLabel) {
- text = "White Cutoff";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "56 104";
- extent = "65 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The cutoff level for the white levels in the brightness.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRWhiteCutoff) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0.52551";
- position = "132 104";
- extent = "206 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 0.52551";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRBrightnessAdaptRate) {
- range = "0.1 10";
- ticks = "1000";
- snap = "0";
- value = "2";
- position = "132 132";
- extent = "205 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRBrightnessAdaptRateLabel) {
- text = "Brightness Adapt Rate";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "12 132";
- extent = "109 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The speed at which the view adjusts to the new lighting in the environment.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRKeyValueLabel1) {
- text = "Tone Mapping Contrast";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "10 24";
- extent = "111 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Tone mapping contrast is the amount of scene to blend, with the tone mapped HDR scene. Lower values are recommended but higher values give a strong contrasted darker shadowed look.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRToneMappingAmount) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0.265306";
- position = "132 24";
- extent = "206 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "value : 0.265306";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsHDRBloomTab) {
- fitBook = "0";
- text = "Bloom";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "365 175";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings related to the blooming aspect of the HDR postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiSliderCtrl(ppOptionsHDRBloomBlurMultiplier) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "0.502645";
- position = "132 70";
- extent = "199 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 0.502645";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRBloomBlurMean) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0.510526";
- position = "132 97";
- extent = "200 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 0.510526";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRBloomBlurStdDev) {
- range = "0 3";
- ticks = "1000";
- snap = "0";
- value = "1.4127";
- position = "132 123";
- extent = "199 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 1.4127";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRBlurMultiplierLabel) {
- text = "Blur Multiplier";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "59 70";
- extent = "63 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The amount of blur to apply to the bloomed areas in the HDR.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRBlurMeanLabel) {
- text = "Blur \"mean\" value";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "38 97";
- extent = "84 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRBlurStandardDevianceLabel) {
- text = "Blur \"Std Dev\" value";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "23 123";
- extent = "99 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsHDRBloomBrightPassThresholdLabel) {
- text = "Bright pass threshold";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "19 43";
- extent = "103 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The bright pass threshold controls how bright the brightest areas of the scene are in the HDR.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsHDRBloomBlurBrightPassThreshold) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "1.60526";
- position = "132 43";
- extent = "200 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Value : 1.60526";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ppOptionsHDRBloom) {
- useInactiveState = "0";
- text = " Enable Bloom";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "250 9";
- extent = "85 24";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enables or disables the bloom (glowing effect) of the HDR PostFX.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsHDRBloomEffectsTab) {
- fitBook = "0";
- text = "Effects";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "365 175";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings related to the effects the HDR postFX can offer";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiCheckBoxCtrl(ppOptionsHDREffectsBlueShift) {
- useInactiveState = "0";
- text = " Enable Color Shift";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "11 4";
- extent = "117 24";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enables a scene tinting/Blue shift based on the color selected below.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiColorPickerCtrl(ppOptionsHDREffectsBlueShiftColorBlend) {
- baseColor = "1 0 0.0235294 1";
- pickColor = "0 0 0 1";
- selectorGap = "1";
- displayMode = "BlendColor";
- actionOnMove = "1";
- showReticle = "1";
- position = "10 29";
- extent = "344 110";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Select a color";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiColorPickerCtrl(ppOptionsHDREffectsBlueShiftColorBaseColor) {
- baseColor = "1 0 0.0235294 1";
- pickColor = "0 0 0 1";
- selectorGap = "1";
- displayMode = "HorizColor";
- actionOnMove = "1";
- showReticle = "1";
- position = "10 142";
- extent = "343 21";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiDefaultProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Select a color";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- };
- new GuiCheckBoxCtrl(ppOptionsHDRToneMapping) {
- useInactiveState = "0";
- text = " Enable Tone Mapping";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "18 8";
- extent = "120 24";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enables or disabled tone mapping on the HDR. The tone mapping balanced the brightness levels during the HDR process. Recommended";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ppOptionsEnableHDR) {
- useInactiveState = "0";
- text = "Enable";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "329 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable/Disable the HDR postFX (takes some time to initialise, be patient)";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ppOptionsEnableHDRDebug) {
- useInactiveState = "0";
- text = "Debug";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "262 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsLightRaysTab) {
- fitBook = "0";
- text = "Light Rays";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "394 213";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Options for the Light Rays postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiSliderCtrl(ppOptionsLightRaysBrightScalar) {
- range = "0 5";
- ticks = "1000";
- snap = "0";
- value = "0.75";
- position = "96 46";
- extent = "264 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsLightRaysBrightnessScalarLabel) {
- text = "Brightness";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 48";
- extent = "87 15";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls how bright the rays and the object casting them are in the scene.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiSliderCtrl(ppOptionsLightRaysSampleScalar) {
- range = "20 512";
- ticks = "512";
- snap = "0";
- value = "40";
- position = "96 75";
- extent = "264 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiTextCtrl(ppOptionsLightRaysSampleScalarLabel) {
- text = "Samples";
- maxLength = "512";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 76";
- extent = "87 15";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the number of samples for the shader.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiSliderCtrl(ppOptionsLightRaysDensityScalar) {
- range = "0.01 1";
- ticks = "1000";
- snap = "0";
- value = "0.94";
- position = "96 105";
- extent = "264 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiTextCtrl(ppOptionsLightRaysDensityScalarLabel) {
- text = "Density";
- maxLength = "1000";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 106";
- extent = "87 15";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the density of the rays.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiSliderCtrl(ppOptionsLightRaysWeightScalar) {
- range = "0.1 10";
- ticks = "1000";
- snap = "0";
- value = "5.65";
- position = "96 135";
- extent = "264 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiTextCtrl(ppOptionsLightRaysWeightScalarLabel) {
- text = "Weight";
- maxLength = "1000";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 136";
- extent = "87 15";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the weight of the rays.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
-
- new GuiSliderCtrl(ppOptionsLightRaysDecayScalar) {
- range = "0.01 1";
- ticks = "1000";
- snap = "0";
- value = "1.0";
- position = "96 165";
- extent = "264 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
-
- new GuiTextCtrl(ppOptionsLightRaysDecayScalarLabel) {
- text = "Decay";
- maxLength = "1000";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 166";
- extent = "87 15";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the decay of the rays.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ppOptionsEnableLightRays) {
- useInactiveState = "0";
- text = "Enable";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "329 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable/Disable the light rays postFX";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsDOFTab) {
- fitBook = "0";
- text = "DOF";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "394 213";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Options for the Depth Of Field postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiBitmapBorderCtrl() {
- position = "14 28";
- extent = "362 170";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBorderProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "1";
- };
- new GuiTabBookCtrl() {
- tabPosition = "Top";
- tabMargin = "7";
- minTabWidth = "64";
- tabHeight = "20";
- allowReorder = "0";
- defaultPage = "-1";
- selectedPage = "1";
- frontTabPadding = "0";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "14 9";
- extent = "360 189";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabBookProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTabPageCtrl(ppOptionsDOFGeneralTab) {
- fitBook = "0";
- text = "General";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "360 169";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "0";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains general settings related to the DOF system";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- //new GuiCheckBoxCtrl(ppOptionsDOFEnableDOF) {
- //useInactiveState = "0";
- //text = "Enable DOF";
- //groupNum = "-1";
- //buttonType = "ToggleButton";
- //useMouseEvents = "0";
- //position = "31 43";
- //extent = "140 30";
- //minExtent = "8 2";
- //horizSizing = "right";
- //vertSizing = "bottom";
- //profile = "GuiCheckBoxProfile";
- //visible = "1";
- //active = "1";
- //tooltipProfile = "GuiToolTipProfile";
- //hovertime = "1000";
- //isContainer = "0";
- //canSave = "1";
- //canSaveDynamicFields = "0";
- //};
- new GuiCheckBoxCtrl(ppOptionsDOFEnableAutoFocus) {
- useInactiveState = "0";
- text = "Enable Auto Focus";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "31 8";
- extent = "140 30";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsDOFAutoFocusTab) {
- fitBook = "0";
- text = "Auto Focus";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 20";
- extent = "360 169";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Contains settings related to the fine control of the auto focus system";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTextCtrl(ppOptionsDOFNearBlurMaxLabel) {
- text = "Near Blur Max";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "36 8";
- extent = "67 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The max allowed value of near blur";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFFarBlurMinSlider) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "120 8";
- extent = "224 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsDOFFarBlurMaxLabel) {
- text = "Far Blur Max";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "43 34";
- extent = "60 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The max allowed value of far blur";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFFarBlurMaxSlider) {
- range = "0 1";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "120 34";
- extent = "224 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsDOFFocusRangeMinLabel) {
- text = "Focus Range (Min)";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "13 61";
- extent = "90 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The distance range around the focal distance that remains in focus (in meters, minimum distance in focus) focal distance it is\r\ndependant on the visible distance set in your level";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFFocusRangeMinSlider) {
- range = "0.01 1e+003";
- ticks = "1000";
- snap = "0";
- value = "0.01";
- position = "120 61";
- extent = "224 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsDOFFocusRangeMaxLabel) {
- text = "Focus Range (Max)";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "9 88";
- extent = "95 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "The distance range around the focal distance that remains in focus (in meters, maximum distance in focus) focal distance it is\r\ndependant on the visible distance set in your level";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFFocusRangeMaxSlider) {
- range = "0.01 1e+003";
- ticks = "1000";
- snap = "0";
- value = "0.01";
- position = "119 87";
- extent = "224 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsDOFBurCurveNearLabel) {
- text = "Blur Curve Near";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "27 114";
- extent = "77 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "A small number causes bluriness to increase gradually\r\nat distances closer than the focal distance. A large number causes bluriness to \r\nincrease quickly";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFBlurCurveNearSlider) {
- range = "0 50";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "119 114";
- extent = "225 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsDOFBlurCurveFarLabel) {
- text = "Blur Curve Far";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "33 139";
- extent = "70 16";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "A small number causes bluriness to increase gradually\r\nat distances closer than the focal distance. A large number causes bluriness to \r\nincrease quickly";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsDOFBlurCurveFarSlider) {
- range = "0 50";
- ticks = "1000";
- snap = "0";
- value = "0";
- position = "119 141";
- extent = "224 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- };
- new GuiCheckBoxCtrl(ppOptionsEnableDOF) {
- useInactiveState = "0";
- text = "Enable";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "329 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable/Disable the Depth of field postFX";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl(ppOptionsVignetteTab) {
- fitBook = "0";
- text = "Vignette";
- maxLength = "1024";
- docking = "Client";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "1";
- anchorLeft = "1";
- anchorRight = "1";
- position = "0 40";
- extent = "394 193";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Options for the Vignette postFX";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
- Enabled = "1";
-
- new GuiCheckBoxCtrl(ppOptionsEnableVignette) {
- text = "Enable";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "329 7";
- extent = "53 20";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable/Disable the vignette postFX";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiSliderCtrl(ppOptionsVignetteVMax) {
- range = "0.001 5";
- ticks = "1000";
- snap = "0";
- value = "0.6";
- position = "96 46";
- extent = "221 17";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiSliderBoxProfile";
- visible = "1";
- active = "1";
- variable = "$VignettePostEffect::VMax";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsVignetteVMaxLabel) {
- text = "Radius";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "26 48";
- extent = "41 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Controls the maximum exposure of vignetting.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- new GuiTabPageCtrl() {
- fitBook = "0";
- text = "Color Correction";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "8 27";
- extent = "376 200";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTabPageProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- internalName = "ColorCorrectionTab";
- canSave = "1";
- canSaveDynamicFields = "0";
-
- new GuiTextCtrl() {
- text = "Color Correction Ramp";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "6 7";
- extent = "118 13";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextEditCtrl() {
- historySize = "0";
- tabComplete = "0";
- sinkAllKeyEvents = "0";
- password = "0";
- passwordMask = "*";
- text = "core/images/null_color_ramp.png";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "6 29";
- extent = "365 18";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextEditProfile";
- visible = "1";
- active = "1";
- altCommand = "ppColorCorrection_selectFileHandler( $thisControl.getText() );";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "1";
- internalName = "ColorCorrectionFileName";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiButtonCtrl() {
- text = "Select...";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "252 54";
- extent = "56 22";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "ppColorCorrection_selectFile();";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- internalName = "ColorCorrectionButton";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiButtonCtrl() {
- text = "Reset";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "315 54";
- extent = "56 22";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "ppColorCorrection_selectFileHandler( \"\" );";
- tooltipProfile = "GuiToolTipProfile";
- hovertime = "1000";
- isContainer = "0";
- internalName = "ColorCorrectionReset";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
- };
- new GuiButtonCtrl(ppOptionsApply) {
- text = "Apply";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "309 302";
- extent = "93 23";
- minExtent = "8 8";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "PostFXManager.settingsApplyAll(); Canvas.popDialog(PostFXManager);";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Apply the settings and close this dialog";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiButtonCtrl(ppOptionsSavePreset) {
- text = "Save Preset...";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "111 302";
- extent = "93 23";
- minExtent = "8 8";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "PostFXManager.savePresetFile();";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Save the preset to a file to disk for later use (use postfx::applyPreset)";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiButtonCtrl(ppOptionsLoadPreset) {
- text = "Load Preset...";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "12 302";
- extent = "93 23";
- minExtent = "8 8";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "PostFXManager.loadPresetFile();";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Load a post FX preset file from disk";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiCheckBoxCtrl(ppOptionsEnable) {
- useInactiveState = "0";
- text = "Enable PostFX System";
- groupNum = "-1";
- buttonType = "ToggleButton";
- useMouseEvents = "0";
- position = "13 24";
- extent = "127 30";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiCheckBoxProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Enable or Disable the postFX system";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiPopUpMenuCtrl(ppOptionsQuality) {
- maxPopupHeight = "200";
- sbUsesNAColor = "0";
- reverseTextList = "0";
- bitmapBounds = "16 16";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "278 30";
- extent = "122 21";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiPopUpMenuProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Used to adjust the quality/performance settings of the PostFX system. Some PostFX may not adhere to the settings in this dialog.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiTextCtrl(ppOptionsQualityLabel) {
- text = "Quality";
- maxLength = "1024";
- margin = "0 0 0 0";
- padding = "0 0 0 0";
- anchorTop = "1";
- anchorBottom = "0";
- anchorLeft = "1";
- anchorRight = "0";
- position = "238 32";
- extent = "39 12";
- minExtent = "8 2";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiTextProfile";
- visible = "1";
- active = "1";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Used to adjust the quality/performance settings of the PostFX system. Some PostFX may not adhere to the settings in this dialog.";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- new GuiButtonCtrl(ppOptionsOk1) {
- text = "Revert";
- groupNum = "-1";
- buttonType = "PushButton";
- useMouseEvents = "0";
- position = "210 302";
- extent = "93 23";
- minExtent = "8 8";
- horizSizing = "right";
- vertSizing = "bottom";
- profile = "GuiButtonProfile";
- visible = "1";
- active = "1";
- command = "postProcessOptionsDlg.applySettings(); Canvas.popDialog(postProcessOptionsDlg);";
- tooltipProfile = "GuiToolTipProfile";
- tooltip = "Revert any changes made since opening the dialog";
- hovertime = "1000";
- isContainer = "0";
- canSave = "1";
- canSaveDynamicFields = "0";
- };
- };
-};
-//--- OBJECT WRITE END ---
diff --git a/Templates/BaseGame/game/core/postFX/postFxManager.gui.cs b/Templates/BaseGame/game/core/postFX/postFxManager.gui.cs
deleted file mode 100644
index 73dbec8b0..000000000
--- a/Templates/BaseGame/game/core/postFX/postFxManager.gui.cs
+++ /dev/null
@@ -1,446 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-$PostFXManager::vebose = true;
-function postVerbose(%string)
-{
- if($PostFXManager::vebose == true)
- {
- echo(%string);
- }
-}
-
-function PostFXManager::onDialogPush( %this )
-{
- //Apply the settings to the controls
- postVerbose("% - PostFX Manager - Loading GUI.");
-
- %this.settingsRefreshAll();
-}
-
-// :: Controls for the overall postFX manager dialog
-function ppOptionsEnable::onAction(%this)
-{
- //Disable / Enable all PostFX
-
- if(ppOptionsEnable.getValue())
- {
- %toEnable = true;
- }
- else
- {
- %toEnable = false;
- }
-
- PostFXManager.settingsSetEnabled(%toEnable);
-
-}
-
-function PostFXManager::getEnableResultFromControl(%this, %control)
-{
- %toEnable = -1;
- %bTest = %control.getValue();
- if(%bTest == 1)
- {
- %toEnable = true;
- }
- else
- {
- %toEnable = false;
- }
-
- return %toEnable;
-}
-
-function ppOptionsEnableSSAO::onAction(%this)
-{
- %toEnable = PostFXManager.getEnableResultFromControl(%this);
- PostFXManager.settingsEffectSetEnabled("SSAO", %toEnable);
-}
-
-function ppOptionsEnableHDR::onAction(%this)
-{
- %toEnable = PostFXManager.getEnableResultFromControl(%this);
- PostFXManager.settingsEffectSetEnabled("HDR", %toEnable);
-}
-
-function ppOptionsEnableLightRays::onAction(%this)
-{
- %toEnable = PostFXManager.getEnableResultFromControl(%this);
- PostFXManager.settingsEffectSetEnabled("LightRays", %toEnable);
-}
-
-function ppOptionsEnableDOF::onAction(%this)
-{
- %toEnable = PostFXManager.getEnableResultFromControl(%this);
- PostFXManager.settingsEffectSetEnabled("DOF", %toEnable);
-}
-
-function ppOptionsEnableVignette::onAction(%this)
-{
- %toEnable = PostFXManager.getEnableResultFromControl(%this);
- PostFXManager.settingsEffectSetEnabled("Vignette", %toEnable);
-}
-
-function ppOptionsSavePreset::onClick(%this)
-{
- //Stores the current settings into a preset file for loading and use later on
-}
-
-function ppOptionsLoadPreset::onClick(%this)
-{
- //Loads and applies the settings from a postfxpreset file
-}
-
-
-//Other controls, Quality dropdown
-function ppOptionsSSAOQuality::onSelect( %this, %id, %text )
-{
- if(%id > -1 && %id < 3)
- {
- $SSAOPostFx::quality = %id;
- }
-}
-
-//SSAO Slider controls
-//General Tab
-function ppOptionsSSAOOverallStrength::onMouseDragged(%this)
-{
- $SSAOPostFx::overallStrength = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAOBlurDepth::onMouseDragged(%this)
-{
- $SSAOPostFx::blurDepthTol = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAOBlurNormal::onMouseDragged(%this)
-{
- $SSAOPostFx::blurNormalTol = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-//Near Tab
-function ppOptionsSSAONearRadius::onMouseDragged(%this)
-{
- $SSAOPostFx::sRadius = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAONearStrength::onMouseDragged(%this)
-{
- $SSAOPostFx::sStrength = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAONearDepthMin::onMouseDragged(%this)
-{
- $SSAOPostFx::sDepthMin = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAONearDepthMax::onMouseDragged(%this)
-{
- $SSAOPostFx::sDepthMax = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAONearToleranceNormal::onMouseDragged(%this)
-{
- $SSAOPostFx::sNormalTol = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsSSAONearTolerancePower::onMouseDragged(%this)
-{
- $SSAOPostFx::sNormalPow = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-//Far Tab
-function ppOptionsSSAOFarRadius::onMouseDragged(%this)
-{
- $SSAOPostFx::lRadius = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-function ppOptionsSSAOFarStrength::onMouseDragged(%this)
-{
- $SSAOPostFx::lStrength = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-function ppOptionsSSAOFarDepthMin::onMouseDragged(%this)
-{
- $SSAOPostFx::lDepthMin = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-function ppOptionsSSAOFarDepthMax::onMouseDragged(%this)
-{
- $SSAOPostFx::lDepthMax = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-function ppOptionsSSAOFarToleranceNormal::onMouseDragged(%this)
-{
- $SSAOPostFx::lNormalTol = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-function ppOptionsSSAOFarTolerancePower::onMouseDragged(%this)
-{
- $SSAOPostFx::lNormalPow = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-//HDR Slider Controls
-//Brighness tab
-
-function ppOptionsHDRToneMappingAmount::onMouseDragged(%this)
-{
-
- $HDRPostFX::enableToneMapping = %this.value;
- %this.ToolTip = "value : " @ %this.value;
-}
-
-function ppOptionsHDRKeyValue::onMouseDragged(%this)
-{
- $HDRPostFX::keyValue = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRMinLuminance::onMouseDragged(%this)
-{
- $HDRPostFX::minLuminace = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRWhiteCutoff::onMouseDragged(%this)
-{
- $HDRPostFX::whiteCutoff = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRBrightnessAdaptRate::onMouseDragged(%this)
-{
- $HDRPostFX::adaptRate = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-//Blur tab
-function ppOptionsHDRBloomBlurBrightPassThreshold::onMouseDragged(%this)
-{
- $HDRPostFX::brightPassThreshold = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRBloomBlurMultiplier::onMouseDragged(%this)
-{
- $HDRPostFX::gaussMultiplier = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRBloomBlurMean::onMouseDragged(%this)
-{
- $HDRPostFX::gaussMean = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRBloomBlurStdDev::onMouseDragged(%this)
-{
- $HDRPostFX::gaussStdDev = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-function ppOptionsHDRBloom::onAction(%this)
-{
- $HDRPostFX::enableBloom = %this.getValue();
-}
-
-function ppOptionsHDRToneMapping::onAction(%this)
-{
- //$HDRPostFX::enableToneMapping = %this.getValue();
-}
-
-function ppOptionsHDREffectsBlueShift::onAction(%this)
-{
- $HDRPostFX::enableBlueShift = %this.getValue();
-}
-
-
-//Controls for color range in blue Shift dialog
-
-function ppOptionsHDREffectsBlueShiftColorBlend::onAction(%this)
-{
- $HDRPostFX::blueShiftColor = %this.PickColor;
- %this.ToolTip = "Color Values : " @ %this.PickColor;
-}
-
-function ppOptionsHDREffectsBlueShiftColorBaseColor::onAction(%this)
-{
- //This one feeds the one above
- ppOptionsHDREffectsBlueShiftColorBlend.baseColor = %this.PickColor;
- %this.ToolTip = "Color Values : " @ %this.PickColor;
-}
-
-
-//Light rays Brightness Slider Controls
-function ppOptionsLightRaysBrightScalar::onMouseDragged(%this)
-{
- $LightRayPostFX::brightScalar = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-//Light rays Number of Samples Slider Control
-function ppOptionsLightRaysSampleScalar::onMouseDragged(%this)
-{
- $LightRayPostFX::numSamples = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-//Light rays Density Slider Control
-function ppOptionsLightRaysDensityScalar::onMouseDragged(%this)
-{
- $LightRayPostFX::density = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-//Light rays Weight Slider Control
-function ppOptionsLightRaysWeightScalar::onMouseDragged(%this)
-{
- $LightRayPostFX::weight = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-//Light rays Decay Slider Control
-function ppOptionsLightRaysDecayScalar::onMouseDragged(%this)
-{
- $LightRayPostFX::decay = %this.value;
- %this.ToolTip = "Value : " @ %this.value;
-}
-
-
-function ppOptionsUpdateDOFSettings()
-{
- DOFPostEffect.setFocusParams( $DOFPostFx::BlurMin, $DOFPostFx::BlurMax, $DOFPostFx::FocusRangeMin, $DOFPostFx::FocusRangeMax, -($DOFPostFx::BlurCurveNear), $DOFPostFx::BlurCurveFar );
-
- DOFPostEffect.setAutoFocus( $DOFPostFx::EnableAutoFocus );
- DOFPostEffect.setFocalDist(0);
-
- if($PostFXManager::PostFX::EnableDOF)
- {
- DOFPostEffect.enable();
- }
- else
- {
- DOFPostEffect.disable();
- }
-}
-
-//DOF General Tab
-//DOF Toggles
-function ppOptionsDOFEnableDOF::onAction(%this)
-{
- $PostFXManager::PostFX::EnableDOF = %this.getValue();
- ppOptionsUpdateDOFSettings();
-}
-
-
-function ppOptionsDOFEnableAutoFocus::onAction(%this)
-{
- $DOFPostFx::EnableAutoFocus = %this.getValue();
- DOFPostEffect.setAutoFocus( %this.getValue() );
-}
-
-//DOF AutoFocus Slider controls
-function ppOptionsDOFFarBlurMinSlider::onMouseDragged(%this)
-{
- $DOFPostFx::BlurMin = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsDOFFarBlurMaxSlider::onMouseDragged(%this)
-{
- $DOFPostFx::BlurMax = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsDOFFocusRangeMinSlider::onMouseDragged(%this)
-{
- $DOFPostFx::FocusRangeMin = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsDOFFocusRangeMaxSlider::onMouseDragged(%this)
-{
- $DOFPostFx::FocusRangeMax = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsDOFBlurCurveNearSlider::onMouseDragged(%this)
-{
- $DOFPostFx::BlurCurveNear = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsDOFBlurCurveFarSlider::onMouseDragged(%this)
-{
- $DOFPostFx::BlurCurveFar = %this.value;
- ppOptionsUpdateDOFSettings();
-}
-
-function ppOptionsEnableHDRDebug::onAction(%this)
-{
- if ( %this.getValue() )
- LuminanceVisPostFX.enable();
- else
- LuminanceVisPostFX.disable();
-}
-
-function ppOptionsUpdateVignetteSettings()
-{
- if($PostFXManager::PostFX::EnableVignette)
- {
- VignettePostEffect.enable();
- }
- else
- {
- VignettePostEffect.disable();
- }
-}
-
-function ppOptionsVignetteEnableVignette::onAction(%this)
-{
- $PostFXManager::PostFX::EnableVignette = %this.getValue();
- ppOptionsUpdateVignetteSettings();
-}
-
-function ppColorCorrection_selectFile()
-{
- %filter = "Image Files (*.png, *.jpg, *.dds, *.bmp, *.gif, *.jng. *.tga)|*.png;*.jpg;*.dds;*.bmp;*.gif;*.jng;*.tga|All Files (*.*)|*.*|";
- getLoadFilename( %filter, "ppColorCorrection_selectFileHandler");
-}
-
-function ppColorCorrection_selectFileHandler( %filename )
-{
- if ( %filename $= "" || !isFile( %filename ) )
- %filename = "core/images/null_color_ramp.png";
- else
- %filename = makeRelativePath( %filename, getMainDotCsDir() );
-
- $HDRPostFX::colorCorrectionRamp = %filename;
- PostFXManager-->ColorCorrectionFileName.Text = %filename;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/postFxManager.gui.settings.cs b/Templates/BaseGame/game/core/postFX/postFxManager.gui.settings.cs
deleted file mode 100644
index d0ba2c4ea..000000000
--- a/Templates/BaseGame/game/core/postFX/postFxManager.gui.settings.cs
+++ /dev/null
@@ -1,439 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-$PostFXManager::defaultPreset = "core/postFX/default.postfxpreset.cs";
-
-function PostFXManager::settingsSetEnabled(%this, %bEnablePostFX)
-{
- $PostFXManager::PostFX::Enabled = %bEnablePostFX;
-
- //if to enable the postFX, apply the ones that are enabled
- if ( %bEnablePostFX )
- {
- //SSAO, HDR, LightRays, DOF
-
- if ( $PostFXManager::PostFX::EnableSSAO )
- SSAOPostFx.enable();
- else
- SSAOPostFx.disable();
-
- if ( $PostFXManager::PostFX::EnableHDR )
- HDRPostFX.enable();
- else
- HDRPostFX.disable();
-
- if ( $PostFXManager::PostFX::EnableLightRays )
- LightRayPostFX.enable();
- else
- LightRayPostFX.disable();
-
- if ( $PostFXManager::PostFX::EnableDOF )
- DOFPostEffect.enable();
- else
- DOFPostEffect.disable();
-
- if ( $PostFXManager::PostFX::EnableVignette )
- VignettePostEffect.enable();
- else
- VignettePostEffect.disable();
-
- postVerbose("% - PostFX Manager - PostFX enabled");
- }
- else
- {
- //Disable all postFX
-
- SSAOPostFx.disable();
- HDRPostFX.disable();
- LightRayPostFX.disable();
- DOFPostEffect.disable();
- VignettePostEffect.disable();
-
- postVerbose("% - PostFX Manager - PostFX disabled");
- }
-
- VolFogGlowPostFx.disable();
-}
-
-function PostFXManager::settingsEffectSetEnabled(%this, %sName, %bEnable)
-{
- %postEffect = 0;
-
- //Determine the postFX to enable, and apply the boolean
- if(%sName $= "SSAO")
- {
- %postEffect = SSAOPostFx;
- $PostFXManager::PostFX::EnableSSAO = %bEnable;
- //$pref::PostFX::SSAO::Enabled = %bEnable;
- }
- else if(%sName $= "HDR")
- {
- %postEffect = HDRPostFX;
- $PostFXManager::PostFX::EnableHDR = %bEnable;
- //$pref::PostFX::HDR::Enabled = %bEnable;
- }
- else if(%sName $= "LightRays")
- {
- %postEffect = LightRayPostFX;
- $PostFXManager::PostFX::EnableLightRays = %bEnable;
- //$pref::PostFX::LightRays::Enabled = %bEnable;
- }
- else if(%sName $= "DOF")
- {
- %postEffect = DOFPostEffect;
- $PostFXManager::PostFX::EnableDOF = %bEnable;
- //$pref::PostFX::DOF::Enabled = %bEnable;
- }
- else if(%sName $= "Vignette")
- {
- %postEffect = VignettePostEffect;
- $PostFXManager::PostFX::EnableVignette = %bEnable;
- //$pref::PostFX::Vignette::Enabled = %bEnable;
- }
-
- // Apply the change
- if ( %bEnable == true )
- {
- %postEffect.enable();
- postVerbose("% - PostFX Manager - " @ %sName @ " enabled");
- }
- else
- {
- %postEffect.disable();
- postVerbose("% - PostFX Manager - " @ %sName @ " disabled");
- }
-}
-
-function PostFXManager::settingsRefreshSSAO(%this)
-{
- //Apply the enabled flag
- ppOptionsEnableSSAO.setValue($PostFXManager::PostFX::EnableSSAO);
-
- //Add the items we need to display
- ppOptionsSSAOQuality.clear();
- ppOptionsSSAOQuality.add("Low", 0);
- ppOptionsSSAOQuality.add("Medium", 1);
- ppOptionsSSAOQuality.add("High", 2);
-
- //Set the selected, after adding the items!
- ppOptionsSSAOQuality.setSelected($SSAOPostFx::quality);
-
- //SSAO - Set the values of the sliders, General Tab
- ppOptionsSSAOOverallStrength.setValue($SSAOPostFx::overallStrength);
- ppOptionsSSAOBlurDepth.setValue($SSAOPostFx::blurDepthTol);
- ppOptionsSSAOBlurNormal.setValue($SSAOPostFx::blurNormalTol);
-
- //SSAO - Set the values for the near tab
- ppOptionsSSAONearDepthMax.setValue($SSAOPostFx::sDepthMax);
- ppOptionsSSAONearDepthMin.setValue($SSAOPostFx::sDepthMin);
- ppOptionsSSAONearRadius.setValue($SSAOPostFx::sRadius);
- ppOptionsSSAONearStrength.setValue($SSAOPostFx::sStrength);
- ppOptionsSSAONearToleranceNormal.setValue($SSAOPostFx::sNormalTol);
- ppOptionsSSAONearTolerancePower.setValue($SSAOPostFx::sNormalPow);
-
- //SSAO - Set the values for the far tab
- ppOptionsSSAOFarDepthMax.setValue($SSAOPostFx::lDepthMax);
- ppOptionsSSAOFarDepthMin.setValue($SSAOPostFx::lDepthMin);
- ppOptionsSSAOFarRadius.setValue($SSAOPostFx::lRadius);
- ppOptionsSSAOFarStrength.setValue($SSAOPostFx::lStrength);
- ppOptionsSSAOFarToleranceNormal.setValue($SSAOPostFx::lNormalTol);
- ppOptionsSSAOFarTolerancePower.setValue($SSAOPostFx::lNormalPow);
-}
-
-function PostFXManager::settingsRefreshHDR(%this)
-{
- //Apply the enabled flag
- ppOptionsEnableHDR.setValue($PostFXManager::PostFX::EnableHDR);
-
- ppOptionsHDRBloom.setValue($HDRPostFX::enableBloom);
- ppOptionsHDRBloomBlurBrightPassThreshold.setValue($HDRPostFX::brightPassThreshold);
- ppOptionsHDRBloomBlurMean.setValue($HDRPostFX::gaussMean);
- ppOptionsHDRBloomBlurMultiplier.setValue($HDRPostFX::gaussMultiplier);
- ppOptionsHDRBloomBlurStdDev.setValue($HDRPostFX::gaussStdDev);
- ppOptionsHDRBrightnessAdaptRate.setValue($HDRPostFX::adaptRate);
- ppOptionsHDREffectsBlueShift.setValue($HDRPostFX::enableBlueShift);
- ppOptionsHDREffectsBlueShiftColor.BaseColor = $HDRPostFX::blueShiftColor;
- ppOptionsHDREffectsBlueShiftColor.PickColor = $HDRPostFX::blueShiftColor;
- ppOptionsHDRKeyValue.setValue($HDRPostFX::keyValue);
- ppOptionsHDRMinLuminance.setValue($HDRPostFX::minLuminace);
- ppOptionsHDRToneMapping.setValue($HDRPostFX::enableToneMapping);
- ppOptionsHDRToneMappingAmount.setValue($HDRPostFX::enableToneMapping);
- ppOptionsHDRWhiteCutoff.setValue($HDRPostFX::whiteCutoff);
-
- %this-->ColorCorrectionFileName.Text = $HDRPostFX::colorCorrectionRamp;
-}
-
-function PostFXManager::settingsRefreshLightrays(%this)
-{
- //Apply the enabled flag
- ppOptionsEnableLightRays.setValue($PostFXManager::PostFX::EnableLightRays);
-
- ppOptionsLightRaysBrightScalar.setValue($LightRayPostFX::brightScalar);
-
- ppOptionsLightRaysSampleScalar.setValue($LightRayPostFX::numSamples);
- ppOptionsLightRaysDensityScalar.setValue($LightRayPostFX::density);
- ppOptionsLightRaysWeightScalar.setValue($LightRayPostFX::weight);
- ppOptionsLightRaysDecayScalar.setValue($LightRayPostFX::decay);
-}
-
-function PostFXManager::settingsRefreshDOF(%this)
-{
- //Apply the enabled flag
- ppOptionsEnableDOF.setValue($PostFXManager::PostFX::EnableDOF);
-
-
- //ppOptionsDOFEnableDOF.setValue($PostFXManager::PostFX::EnableDOF);
- ppOptionsDOFEnableAutoFocus.setValue($DOFPostFx::EnableAutoFocus);
-
- ppOptionsDOFFarBlurMinSlider.setValue($DOFPostFx::BlurMin);
- ppOptionsDOFFarBlurMaxSlider.setValue($DOFPostFx::BlurMax);
-
- ppOptionsDOFFocusRangeMinSlider.setValue($DOFPostFx::FocusRangeMin);
- ppOptionsDOFFocusRangeMaxSlider.setValue($DOFPostFx::FocusRangeMax);
-
- ppOptionsDOFBlurCurveNearSlider.setValue($DOFPostFx::BlurCurveNear);
- ppOptionsDOFBlurCurveFarSlider.setValue($DOFPostFx::BlurCurveFar);
-
-}
-
-function PostFXManager::settingsRefreshVignette(%this)
-{
- //Apply the enabled flag
- ppOptionsEnableVignette.setValue($PostFXManager::PostFX::EnableVignette);
-
-}
-
-function PostFXManager::settingsRefreshAll(%this)
-{
- $PostFXManager::PostFX::Enabled = $pref::enablePostEffects;
- $PostFXManager::PostFX::EnableSSAO = SSAOPostFx.isEnabled();
- $PostFXManager::PostFX::EnableHDR = HDRPostFX.isEnabled();
- $PostFXManager::PostFX::EnableLightRays = LightRayPostFX.isEnabled();
- $PostFXManager::PostFX::EnableDOF = DOFPostEffect.isEnabled();
- $PostFXManager::PostFX::EnableVignette = VignettePostEffect.isEnabled();
-
- //For all the postFX here, apply the active settings in the system
- //to the gui controls.
-
- %this.settingsRefreshSSAO();
- %this.settingsRefreshHDR();
- %this.settingsRefreshLightrays();
- %this.settingsRefreshDOF();
- %this.settingsRefreshVignette();
-
- ppOptionsEnable.setValue($PostFXManager::PostFX::Enabled);
-
- postVerbose("% - PostFX Manager - GUI values updated.");
-}
-
-function PostFXManager::settingsApplyFromPreset(%this)
-{
- postVerbose("% - PostFX Manager - Applying from preset");
-
- //SSAO Settings
- $SSAOPostFx::blurDepthTol = $PostFXManager::Settings::SSAO::blurDepthTol;
- $SSAOPostFx::blurNormalTol = $PostFXManager::Settings::SSAO::blurNormalTol;
- $SSAOPostFx::lDepthMax = $PostFXManager::Settings::SSAO::lDepthMax;
- $SSAOPostFx::lDepthMin = $PostFXManager::Settings::SSAO::lDepthMin;
- $SSAOPostFx::lDepthPow = $PostFXManager::Settings::SSAO::lDepthPow;
- $SSAOPostFx::lNormalPow = $PostFXManager::Settings::SSAO::lNormalPow;
- $SSAOPostFx::lNormalTol = $PostFXManager::Settings::SSAO::lNormalTol;
- $SSAOPostFx::lRadius = $PostFXManager::Settings::SSAO::lRadius;
- $SSAOPostFx::lStrength = $PostFXManager::Settings::SSAO::lStrength;
- $SSAOPostFx::overallStrength = $PostFXManager::Settings::SSAO::overallStrength;
- $SSAOPostFx::quality = $PostFXManager::Settings::SSAO::quality;
- $SSAOPostFx::sDepthMax = $PostFXManager::Settings::SSAO::sDepthMax;
- $SSAOPostFx::sDepthMin = $PostFXManager::Settings::SSAO::sDepthMin;
- $SSAOPostFx::sDepthPow = $PostFXManager::Settings::SSAO::sDepthPow;
- $SSAOPostFx::sNormalPow = $PostFXManager::Settings::SSAO::sNormalPow;
- $SSAOPostFx::sNormalTol = $PostFXManager::Settings::SSAO::sNormalTol;
- $SSAOPostFx::sRadius = $PostFXManager::Settings::SSAO::sRadius;
- $SSAOPostFx::sStrength = $PostFXManager::Settings::SSAO::sStrength;
-
- //HDR settings
- $HDRPostFX::adaptRate = $PostFXManager::Settings::HDR::adaptRate;
- $HDRPostFX::blueShiftColor = $PostFXManager::Settings::HDR::blueShiftColor;
- $HDRPostFX::brightPassThreshold = $PostFXManager::Settings::HDR::brightPassThreshold;
- $HDRPostFX::enableBloom = $PostFXManager::Settings::HDR::enableBloom;
- $HDRPostFX::enableBlueShift = $PostFXManager::Settings::HDR::enableBlueShift;
- $HDRPostFX::enableToneMapping = $PostFXManager::Settings::HDR::enableToneMapping;
- $HDRPostFX::gaussMean = $PostFXManager::Settings::HDR::gaussMean;
- $HDRPostFX::gaussMultiplier = $PostFXManager::Settings::HDR::gaussMultiplier;
- $HDRPostFX::gaussStdDev = $PostFXManager::Settings::HDR::gaussStdDev;
- $HDRPostFX::keyValue = $PostFXManager::Settings::HDR::keyValue;
- $HDRPostFX::minLuminace = $PostFXManager::Settings::HDR::minLuminace;
- $HDRPostFX::whiteCutoff = $PostFXManager::Settings::HDR::whiteCutoff;
- $HDRPostFX::colorCorrectionRamp = $PostFXManager::Settings::ColorCorrectionRamp;
-
- //Light rays settings
- $LightRayPostFX::brightScalar = $PostFXManager::Settings::LightRays::brightScalar;
-
- $LightRayPostFX::numSamples = $PostFXManager::Settings::LightRays::numSamples;
- $LightRayPostFX::density = $PostFXManager::Settings::LightRays::density;
- $LightRayPostFX::weight = $PostFXManager::Settings::LightRays::weight;
- $LightRayPostFX::decay = $PostFXManager::Settings::LightRays::decay;
-
- //DOF settings
- $DOFPostFx::EnableAutoFocus = $PostFXManager::Settings::DOF::EnableAutoFocus;
- $DOFPostFx::BlurMin = $PostFXManager::Settings::DOF::BlurMin;
- $DOFPostFx::BlurMax = $PostFXManager::Settings::DOF::BlurMax;
- $DOFPostFx::FocusRangeMin = $PostFXManager::Settings::DOF::FocusRangeMin;
- $DOFPostFx::FocusRangeMax = $PostFXManager::Settings::DOF::FocusRangeMax;
- $DOFPostFx::BlurCurveNear = $PostFXManager::Settings::DOF::BlurCurveNear;
- $DOFPostFx::BlurCurveFar = $PostFXManager::Settings::DOF::BlurCurveFar;
-
- //Vignette settings
- $VignettePostEffect::VMax = $PostFXManager::Settings::Vignette::VMax;
- $VignettePostEffect::VMin = $PostFXManager::Settings::Vignette::VMin;
-
- if ( $PostFXManager::forceEnableFromPresets )
- {
- $PostFXManager::PostFX::Enabled = $PostFXManager::Settings::EnablePostFX;
- $PostFXManager::PostFX::EnableDOF = $pref::PostFX::EnableDOF ? $PostFXManager::Settings::EnableDOF : false;
- $PostFXManager::PostFX::EnableVignette = $pref::PostFX::EnableVignette ? $PostFXManager::Settings::EnableVignette : false;
- $PostFXManager::PostFX::EnableLightRays = $pref::PostFX::EnableLightRays ? $PostFXManager::Settings::EnableLightRays : false;
- $PostFXManager::PostFX::EnableHDR = $pref::PostFX::EnableHDR ? $PostFXManager::Settings::EnableHDR : false;
- $PostFXManager::PostFX::EnableSSAO = $pref::PostFX::EnabledSSAO ? $PostFXManager::Settings::EnableSSAO : false;
-
- %this.settingsSetEnabled( true );
- }
-
- //make sure we apply the correct settings to the DOF
- ppOptionsUpdateDOFSettings();
-
- // Update the actual GUI controls if its awake ( otherwise it will when opened ).
- if ( PostFXManager.isAwake() )
- %this.settingsRefreshAll();
-}
-
-function PostFXManager::settingsApplySSAO(%this)
-{
- $PostFXManager::Settings::SSAO::blurDepthTol = $SSAOPostFx::blurDepthTol;
- $PostFXManager::Settings::SSAO::blurNormalTol = $SSAOPostFx::blurNormalTol;
- $PostFXManager::Settings::SSAO::lDepthMax = $SSAOPostFx::lDepthMax;
- $PostFXManager::Settings::SSAO::lDepthMin = $SSAOPostFx::lDepthMin;
- $PostFXManager::Settings::SSAO::lDepthPow = $SSAOPostFx::lDepthPow;
- $PostFXManager::Settings::SSAO::lNormalPow = $SSAOPostFx::lNormalPow;
- $PostFXManager::Settings::SSAO::lNormalTol = $SSAOPostFx::lNormalTol;
- $PostFXManager::Settings::SSAO::lRadius = $SSAOPostFx::lRadius;
- $PostFXManager::Settings::SSAO::lStrength = $SSAOPostFx::lStrength;
- $PostFXManager::Settings::SSAO::overallStrength = $SSAOPostFx::overallStrength;
- $PostFXManager::Settings::SSAO::quality = $SSAOPostFx::quality;
- $PostFXManager::Settings::SSAO::sDepthMax = $SSAOPostFx::sDepthMax;
- $PostFXManager::Settings::SSAO::sDepthMin = $SSAOPostFx::sDepthMin;
- $PostFXManager::Settings::SSAO::sDepthPow = $SSAOPostFx::sDepthPow;
- $PostFXManager::Settings::SSAO::sNormalPow = $SSAOPostFx::sNormalPow;
- $PostFXManager::Settings::SSAO::sNormalTol = $SSAOPostFx::sNormalTol;
- $PostFXManager::Settings::SSAO::sRadius = $SSAOPostFx::sRadius;
- $PostFXManager::Settings::SSAO::sStrength = $SSAOPostFx::sStrength;
-
- postVerbose("% - PostFX Manager - Settings Saved - SSAO");
-
-}
-
-function PostFXManager::settingsApplyHDR(%this)
-{
- $PostFXManager::Settings::HDR::adaptRate = $HDRPostFX::adaptRate;
- $PostFXManager::Settings::HDR::blueShiftColor = $HDRPostFX::blueShiftColor;
- $PostFXManager::Settings::HDR::brightPassThreshold = $HDRPostFX::brightPassThreshold;
- $PostFXManager::Settings::HDR::enableBloom = $HDRPostFX::enableBloom;
- $PostFXManager::Settings::HDR::enableBlueShift = $HDRPostFX::enableBlueShift;
- $PostFXManager::Settings::HDR::enableToneMapping = $HDRPostFX::enableToneMapping;
- $PostFXManager::Settings::HDR::gaussMean = $HDRPostFX::gaussMean;
- $PostFXManager::Settings::HDR::gaussMultiplier = $HDRPostFX::gaussMultiplier;
- $PostFXManager::Settings::HDR::gaussStdDev = $HDRPostFX::gaussStdDev;
- $PostFXManager::Settings::HDR::keyValue = $HDRPostFX::keyValue;
- $PostFXManager::Settings::HDR::minLuminace = $HDRPostFX::minLuminace;
- $PostFXManager::Settings::HDR::whiteCutoff = $HDRPostFX::whiteCutoff;
- $PostFXManager::Settings::ColorCorrectionRamp = $HDRPostFX::colorCorrectionRamp;
-
- postVerbose("% - PostFX Manager - Settings Saved - HDR");
-}
-
-function PostFXManager::settingsApplyLightRays(%this)
-{
- $PostFXManager::Settings::LightRays::brightScalar = $LightRayPostFX::brightScalar;
-
- $PostFXManager::Settings::LightRays::numSamples = $LightRayPostFX::numSamples;
- $PostFXManager::Settings::LightRays::density = $LightRayPostFX::density;
- $PostFXManager::Settings::LightRays::weight = $LightRayPostFX::weight;
- $PostFXManager::Settings::LightRays::decay = $LightRayPostFX::decay;
-
- postVerbose("% - PostFX Manager - Settings Saved - Light Rays");
-
-}
-
-function PostFXManager::settingsApplyDOF(%this)
-{
- $PostFXManager::Settings::DOF::EnableAutoFocus = $DOFPostFx::EnableAutoFocus;
- $PostFXManager::Settings::DOF::BlurMin = $DOFPostFx::BlurMin;
- $PostFXManager::Settings::DOF::BlurMax = $DOFPostFx::BlurMax;
- $PostFXManager::Settings::DOF::FocusRangeMin = $DOFPostFx::FocusRangeMin;
- $PostFXManager::Settings::DOF::FocusRangeMax = $DOFPostFx::FocusRangeMax;
- $PostFXManager::Settings::DOF::BlurCurveNear = $DOFPostFx::BlurCurveNear;
- $PostFXManager::Settings::DOF::BlurCurveFar = $DOFPostFx::BlurCurveFar;
-
- postVerbose("% - PostFX Manager - Settings Saved - DOF");
-
-}
-
-function PostFXManager::settingsApplyVignette(%this)
-{
- $PostFXManager::Settings::Vignette::VMax = $VignettePostEffect::VMax;
- $PostFXManager::Settings::Vignette::VMin = $VignettePostEffect::VMin;
-
- postVerbose("% - PostFX Manager - Settings Saved - Vignette");
-
-}
-
-function PostFXManager::settingsApplyAll(%this, %sFrom)
-{
- // Apply settings which control if effects are on/off altogether.
- $PostFXManager::Settings::EnablePostFX = $PostFXManager::PostFX::Enabled;
- $PostFXManager::Settings::EnableDOF = $PostFXManager::PostFX::EnableDOF;
- $PostFXManager::Settings::EnableVignette = $PostFXManager::PostFX::EnableVignette;
- $PostFXManager::Settings::EnableLightRays = $PostFXManager::PostFX::EnableLightRays;
- $PostFXManager::Settings::EnableHDR = $PostFXManager::PostFX::EnableHDR;
- $PostFXManager::Settings::EnableSSAO = $PostFXManager::PostFX::EnableSSAO;
-
- // Apply settings should save the values in the system to the
- // the preset structure ($PostFXManager::Settings::*)
-
- // SSAO Settings
- %this.settingsApplySSAO();
- // HDR settings
- %this.settingsApplyHDR();
- // Light rays settings
- %this.settingsApplyLightRays();
- // DOF
- %this.settingsApplyDOF();
- // Vignette
- %this.settingsApplyVignette();
-
- postVerbose("% - PostFX Manager - All Settings applied to $PostFXManager::Settings");
-}
-
-function PostFXManager::settingsApplyDefaultPreset(%this)
-{
- PostFXManager::loadPresetHandler($PostFXManager::defaultPreset);
-}
-
diff --git a/Templates/BaseGame/game/core/postFX/postFxManager.persistance.cs b/Templates/BaseGame/game/core/postFX/postFxManager.persistance.cs
deleted file mode 100644
index 31fec95f1..000000000
--- a/Templates/BaseGame/game/core/postFX/postFxManager.persistance.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-// Used to name the saved files.
-$PostFXManager::fileExtension = ".postfxpreset.cs";
-
-// The filter string for file open/save dialogs.
-$PostFXManager::fileFilter = "Post Effect Presets|*.postfxpreset.cs";
-
-// Enable / disable PostFX when loading presets or just apply the settings?
-$PostFXManager::forceEnableFromPresets = true;
-
-//Load a preset file from the disk, and apply the settings to the
-//controls. If bApplySettings is true - the actual values in the engine
-//will be changed to reflect the settings from the file.
-function PostFXManager::loadPresetFile()
-{
- //Show the dialog and set the flag
- getLoadFilename($PostFXManager::fileFilter, "PostFXManager::loadPresetHandler");
-}
-
-function PostFXManager::loadPresetHandler( %filename )
-{
- //Check the validity of the file
- if ( isScriptFile( %filename ) )
- {
- %filename = expandFilename(%filename);
- postVerbose("% - PostFX Manager - Executing " @ %filename);
- exec(%filename);
-
- PostFXManager.settingsApplyFromPreset();
- }
-}
-
-//Save a preset file to the specified file. The extension used
-//is specified by $PostFXManager::fileExtension for on the fly
-//name changes to the extension used.
-
-function PostFXManager::savePresetFile(%this)
-{
- %defaultFile = filePath($Client::MissionFile) @ "/" @ fileBase($Client::MissionFile);
- getSaveFilename($PostFXManager::fileFilter, "PostFXManager::savePresetHandler", %defaultFile);
-}
-
-//Called from the PostFXManager::savePresetFile() function
-function PostFXManager::savePresetHandler( %filename )
-{
- %filename = makeRelativePath( %filename, getMainDotCsDir() );
- if(strStr(%filename, ".") == -1)
- %filename = %filename @ $PostFXManager::fileExtension;
-
- //Apply the current settings to the preset
- PostFXManager.settingsApplyAll();
-
- export("$PostFXManager::Settings::*", %filename, false);
-
- postVerbose("% - PostFX Manager - Save complete. Preset saved at : " @ %filename);
-}
-
diff --git a/Templates/BaseGame/game/core/postFX/ssao.cs b/Templates/BaseGame/game/core/postFX/ssao.cs
deleted file mode 100644
index 3165b263d..000000000
--- a/Templates/BaseGame/game/core/postFX/ssao.cs
+++ /dev/null
@@ -1,302 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-///
-$SSAOPostFx::overallStrength = 2.0;
-
-// TODO: Add small/large param docs.
-
-// The small radius SSAO settings.
-$SSAOPostFx::sRadius = 0.1;
-$SSAOPostFx::sStrength = 6.0;
-$SSAOPostFx::sDepthMin = 0.1;
-$SSAOPostFx::sDepthMax = 1.0;
-$SSAOPostFx::sDepthPow = 1.0;
-$SSAOPostFx::sNormalTol = 0.0;
-$SSAOPostFx::sNormalPow = 1.0;
-
-// The large radius SSAO settings.
-$SSAOPostFx::lRadius = 1.0;
-$SSAOPostFx::lStrength = 10.0;
-$SSAOPostFx::lDepthMin = 0.2;
-$SSAOPostFx::lDepthMax = 2.0;
-$SSAOPostFx::lDepthPow = 0.2;
-$SSAOPostFx::lNormalTol = -0.5;
-$SSAOPostFx::lNormalPow = 2.0;
-
-/// Valid values: 0, 1, 2
-$SSAOPostFx::quality = 0;
-
-///
-$SSAOPostFx::blurDepthTol = 0.001;
-
-///
-$SSAOPostFx::blurNormalTol = 0.95;
-
-///
-$SSAOPostFx::targetScale = "0.5 0.5";
-
-
-function SSAOPostFx::onAdd( %this )
-{
- %this.wasVis = "Uninitialized";
- %this.quality = "Uninitialized";
-}
-
-function SSAOPostFx::preProcess( %this )
-{
- if ( $SSAOPostFx::quality !$= %this.quality )
- {
- %this.quality = mClamp( mRound( $SSAOPostFx::quality ), 0, 2 );
-
- %this.setShaderMacro( "QUALITY", %this.quality );
- }
-
- %this.targetScale = $SSAOPostFx::targetScale;
-}
-
-function SSAOPostFx::setShaderConsts( %this )
-{
- %this.setShaderConst( "$overallStrength", $SSAOPostFx::overallStrength );
-
- // Abbreviate is s-small l-large.
-
- %this.setShaderConst( "$sRadius", $SSAOPostFx::sRadius );
- %this.setShaderConst( "$sStrength", $SSAOPostFx::sStrength );
- %this.setShaderConst( "$sDepthMin", $SSAOPostFx::sDepthMin );
- %this.setShaderConst( "$sDepthMax", $SSAOPostFx::sDepthMax );
- %this.setShaderConst( "$sDepthPow", $SSAOPostFx::sDepthPow );
- %this.setShaderConst( "$sNormalTol", $SSAOPostFx::sNormalTol );
- %this.setShaderConst( "$sNormalPow", $SSAOPostFx::sNormalPow );
-
- %this.setShaderConst( "$lRadius", $SSAOPostFx::lRadius );
- %this.setShaderConst( "$lStrength", $SSAOPostFx::lStrength );
- %this.setShaderConst( "$lDepthMin", $SSAOPostFx::lDepthMin );
- %this.setShaderConst( "$lDepthMax", $SSAOPostFx::lDepthMax );
- %this.setShaderConst( "$lDepthPow", $SSAOPostFx::lDepthPow );
- %this.setShaderConst( "$lNormalTol", $SSAOPostFx::lNormalTol );
- %this.setShaderConst( "$lNormalPow", $SSAOPostFx::lNormalPow );
-
- %blur = %this->blurY;
- %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol );
- %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol );
-
- %blur = %this->blurX;
- %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol );
- %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol );
-
- %blur = %this->blurY2;
- %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol );
- %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol );
-
- %blur = %this->blurX2;
- %blur.setShaderConst( "$blurDepthTol", $SSAOPostFx::blurDepthTol );
- %blur.setShaderConst( "$blurNormalTol", $SSAOPostFx::blurNormalTol );
-}
-
-function SSAOPostFx::onEnabled( %this )
-{
- // This tells the AL shaders to reload and sample
- // from our #ssaoMask texture target.
- $AL::UseSSAOMask = true;
-
- return true;
-}
-
-function SSAOPostFx::onDisabled( %this )
-{
- $AL::UseSSAOMask = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// GFXStateBlockData / ShaderData
-//-----------------------------------------------------------------------------
-
-singleton GFXStateBlockData( SSAOStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
- samplerStates[1] = SamplerWrapLinear;
- samplerStates[2] = SamplerClampPoint;
-};
-
-singleton GFXStateBlockData( SSAOBlurStateBlock : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
- samplerStates[1] = SamplerClampPoint;
-};
-
-singleton ShaderData( SSAOShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl";
-
- samplerNames[0] = "$deferredMap";
- samplerNames[1] = "$randNormalTex";
- samplerNames[2] = "$powTable";
-
- pixVersion = 3.0;
-};
-
-singleton ShaderData( SSAOBlurYShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_P.glsl";
-
- samplerNames[0] = "$occludeMap";
- samplerNames[1] = "$deferredMap";
-
- pixVersion = 3.0;
-
- defines = "BLUR_DIR=float2(0.0,1.0)";
-};
-
-singleton ShaderData( SSAOBlurXShader : SSAOBlurYShader )
-{
- defines = "BLUR_DIR=float2(1.0,0.0)";
-};
-
-//-----------------------------------------------------------------------------
-// PostEffects
-//-----------------------------------------------------------------------------
-
-singleton PostEffect( SSAOPostFx )
-{
- allowReflectPass = false;
-
- renderTime = "PFXBeforeBin";
- renderBin = "AL_LightBinMgr";
- renderPriority = 10;
-
- shader = SSAOShader;
- stateBlock = SSAOStateBlock;
-
- texture[0] = "#deferred";
- texture[1] = "core/images/noise.png";
- texture[2] = "#ssao_pow_table";
-
- target = "$outTex";
- targetScale = "0.5 0.5";
- targetViewport = "PFXTargetViewport_NamedInTexture0";
-
- singleton PostEffect()
- {
- internalName = "blurY";
-
- shader = SSAOBlurYShader;
- stateBlock = SSAOBlurStateBlock;
-
- texture[0] = "$inTex";
- texture[1] = "#deferred";
-
- target = "$outTex";
- };
-
- singleton PostEffect()
- {
- internalName = "blurX";
-
- shader = SSAOBlurXShader;
- stateBlock = SSAOBlurStateBlock;
-
- texture[0] = "$inTex";
- texture[1] = "#deferred";
-
- target = "$outTex";
- };
-
- singleton PostEffect()
- {
- internalName = "blurY2";
-
- shader = SSAOBlurYShader;
- stateBlock = SSAOBlurStateBlock;
-
- texture[0] = "$inTex";
- texture[1] = "#deferred";
-
- target = "$outTex";
- };
-
- singleton PostEffect()
- {
- internalName = "blurX2";
-
- shader = SSAOBlurXShader;
- stateBlock = SSAOBlurStateBlock;
-
- texture[0] = "$inTex";
- texture[1] = "#deferred";
-
- // We write to a mask texture which is then
- // read by the lighting shaders to mask ambient.
- target = "#ssaoMask";
- };
-};
-
-
-/// Just here for debug visualization of the
-/// SSAO mask texture used during lighting.
-singleton PostEffect( SSAOVizPostFx )
-{
- allowReflectPass = false;
-
- shader = PFX_PassthruShader;
- stateBlock = PFX_DefaultStateBlock;
-
- texture[0] = "#ssaoMask";
-
- target = "$backbuffer";
-};
-
-singleton ShaderData( SSAOPowTableShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_V.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_P.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_V.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_P.glsl";
-
- pixVersion = 2.0;
-};
-
-singleton PostEffect( SSAOPowTablePostFx )
-{
- shader = SSAOPowTableShader;
- stateBlock = PFX_DefaultStateBlock;
-
- renderTime = "PFXTexGenOnDemand";
-
- target = "#ssao_pow_table";
-
- targetFormat = "GFXFormatR16F";
- targetSize = "256 1";
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFX/turbulence.cs b/Templates/BaseGame/game/core/postFX/turbulence.cs
deleted file mode 100644
index 967c3b2bf..000000000
--- a/Templates/BaseGame/game/core/postFX/turbulence.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton GFXStateBlockData( PFX_TurbulenceStateBlock : PFX_DefaultStateBlock)
-{
- zDefined = false;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-singleton ShaderData( PFX_TurbulenceShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/turbulenceP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/turbulenceP.glsl";
-
- samplerNames[0] = "$inputTex";
- pixVersion = 3.0;
-};
-
-singleton PostEffect( TurbulenceFx )
-{
- isEnabled = false;
- allowReflectPass = true;
-
- renderTime = "PFXAfterDiffuse";
- renderBin = "GlowBin";
- renderPriority = 0.5; // Render after the glows themselves
-
- shader = PFX_TurbulenceShader;
- stateBlock=PFX_TurbulenceStateBlock;
- texture[0] = "$backBuffer";
- };
diff --git a/Templates/BaseGame/game/core/postFX/vignette.cs b/Templates/BaseGame/game/core/postFX/vignette.cs
deleted file mode 100644
index d22f7d14a..000000000
--- a/Templates/BaseGame/game/core/postFX/vignette.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-$VignettePostEffect::VMax = 0.6;
-$VignettePostEffect::VMin = 0.2;
-
-singleton ShaderData( VignetteShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/VignetteP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/gl/VignetteP.glsl";
-
- samplerNames[0] = "$backBuffer";
-
- pixVersion = 2.0;
-};
-
-singleton PostEffect( VignettePostEffect )
-{
- isEnabled = false;
- allowReflectPass = false;
- renderTime = "PFXAfterBin";
- renderBin = "GlowBin";
- shader = VignetteShader;
- stateBlock = PFX_DefaultStateBlock;
- texture[0] = "$backBuffer";
- renderPriority = 10;
-};
-
-function VignettePostEffect::setShaderConsts(%this)
-{
- %this.setShaderConst("$Vmax", $VignettePostEffect::VMax);
- %this.setShaderConst("$Vmin", $VignettePostEffect::VMin);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/postFx.cs b/Templates/BaseGame/game/core/postFx.cs
deleted file mode 100644
index aa65262d8..000000000
--- a/Templates/BaseGame/game/core/postFx.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton ShaderData( PFX_PassthruShader )
-{
- DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
- DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
-
- OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
- OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
-
- samplerNames[0] = "$inputTex";
-
- pixVersion = 2.0;
-};
-
-function postFXInit()
-{
- exec("./postFX/postFxManager.gui");
-
- //Load the core postFX files themselves
- if (!$Server::Dedicated)
- {
- //init the postFX
- %pattern = "core/postFX/*.cs";
- %file = findFirstFile( %pattern );
- if ( %file $= "" )
- {
- // Try for DSOs next.
- %pattern = "core/postFX/*.cs.dso";
- %file = findFirstFile( %pattern );
- }
-
- while( %file !$= "" )
- {
- exec( %file );
- %file = findNextFile( %pattern );
- }
- }
-}
-
-function PostEffect::inspectVars( %this )
-{
- %name = %this.getName();
- %globals = "$" @ %name @ "::*";
- inspectVars( %globals );
-}
-
-function PostEffect::viewDisassembly( %this )
-{
- %file = %this.dumpShaderDisassembly();
-
- if ( %file $= "" )
- {
- echo( "PostEffect::viewDisassembly - no shader disassembly found." );
- }
- else
- {
- echo( "PostEffect::viewDisassembly - shader disassembly file dumped ( " @ %file @ " )." );
- openFile( %file );
- }
-}
-
-// Return true if we really want the effect enabled.
-// By default this is the case.
-function PostEffect::onEnabled( %this )
-{
- return true;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/profiles.cs b/Templates/BaseGame/game/core/profiles.cs
deleted file mode 100644
index fa9d9b72a..000000000
--- a/Templates/BaseGame/game/core/profiles.cs
+++ /dev/null
@@ -1,226 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Set font cache path if it doesn't already exist.
-if($Gui::fontCacheDirectory $= "")
-{
- $Gui::fontCacheDirectory = expandFilename("./fonts");
-}
-
-// ----------------------------------------------------------------------------
-// GuiDefaultProfile is a special profile that all other profiles inherit
-// defaults from. It must exist.
-// ----------------------------------------------------------------------------
-
-if(!isObject(GuiDefaultProfile))
-new GuiControlProfile (GuiDefaultProfile)
-{
- tab = false;
- canKeyFocus = false;
- hasBitmapArray = false;
- mouseOverSelected = false;
-
- // fill color
- opaque = false;
- fillColor = "242 241 240";
- fillColorHL ="228 228 235";
- fillColorSEL = "98 100 137";
- fillColorNA = "255 255 255 ";
-
- // border color
- border = 0;
- borderColor = "100 100 100";
- borderColorHL = "50 50 50 50";
- borderColorNA = "75 75 75";
-
- // font
- fontType = "Arial";
- fontSize = 14;
- fontCharset = ANSI;
-
- fontColor = "0 0 0";
- fontColorHL = "0 0 0";
- fontColorNA = "0 0 0";
- fontColorSEL= "255 255 255";
-
- // bitmap information
- bitmap = "";
- bitmapBase = "";
- textOffset = "0 0";
-
- // used by guiTextControl
- modal = true;
- justify = "left";
- autoSizeWidth = false;
- autoSizeHeight = false;
- returnTab = false;
- numbersOnly = false;
- cursorColor = "0 0 0 255";
-};
-
-if(!isObject(GuiToolTipProfile))
-new GuiControlProfile (GuiToolTipProfile)
-{
- // fill color
- fillColor = "239 237 222";
-
- // border color
- borderColor = "138 134 122";
-
- // font
- fontType = "Arial";
- fontSize = 14;
- fontColor = "0 0 0";
-
- category = "Core";
-};
-
-if(!isObject(GuiWindowProfile))
-new GuiControlProfile (GuiWindowProfile)
-{
- opaque = false;
- border = 2;
- fillColor = "242 241 240";
- fillColorHL = "221 221 221";
- fillColorNA = "200 200 200";
- fontColor = "50 50 50";
- fontColorHL = "0 0 0";
- bevelColorHL = "255 255 255";
- bevelColorLL = "0 0 0";
- text = "untitled";
- bitmap = "./images/window";
- textOffset = "8 4";
- hasBitmapArray = true;
- justify = "left";
- category = "Core";
-};
-
-
-if(!isObject(GuiTextEditProfile))
-new GuiControlProfile(GuiTextEditProfile)
-{
- opaque = true;
- bitmap = "./images/textEdit";
- hasBitmapArray = true;
- border = -2;
- fillColor = "242 241 240 0";
- fillColorHL = "255 255 255";
- fontColor = "0 0 0";
- fontColorHL = "255 255 255";
- fontColorSEL = "98 100 137";
- fontColorNA = "200 200 200";
- textOffset = "4 2";
- autoSizeWidth = false;
- autoSizeHeight = true;
- justify = "left";
- tab = true;
- canKeyFocus = true;
- category = "Core";
-};
-
-if(!isObject(GuiScrollProfile))
-new GuiControlProfile(GuiScrollProfile)
-{
- opaque = true;
- fillcolor = "255 255 255";
- fontColor = "0 0 0";
- fontColorHL = "150 150 150";
- border = true;
- bitmap = "./images/scrollBar";
- hasBitmapArray = true;
- category = "Core";
-};
-
-if(!isObject(GuiOverlayProfile))
-new GuiControlProfile(GuiOverlayProfile)
-{
- opaque = true;
- fontColor = "0 0 0";
- fontColorHL = "255 255 255";
- fillColor = "0 0 0 100";
- category = "Core";
-};
-
-if(!isObject(GuiCheckBoxProfile))
-new GuiControlProfile(GuiCheckBoxProfile)
-{
- opaque = false;
- fillColor = "232 232 232";
- border = false;
- borderColor = "100 100 100";
- fontSize = 14;
- fontColor = "20 20 20";
- fontColorHL = "80 80 80";
- fontColorNA = "200 200 200";
- fixedExtent = true;
- justify = "left";
- bitmap = "./images/checkbox";
- hasBitmapArray = true;
- category = "Tools";
-};
-
-if( !isObject( GuiProgressProfile ) )
-new GuiControlProfile( GuiProgressProfile )
-{
- opaque = false;
- fillColor = "0 162 255 200";
- border = true;
- borderColor = "50 50 50 200";
- category = "Core";
-};
-
-if( !isObject( GuiProgressBitmapProfile ) )
-new GuiControlProfile( GuiProgressBitmapProfile )
-{
- border = false;
- hasBitmapArray = true;
- bitmap = "./images/loadingbar";
- category = "Core";
-};
-
-if( !isObject( GuiProgressTextProfile ) )
-new GuiControlProfile( GuiProgressTextProfile )
-{
- fontSize = "14";
- fontType = "Arial";
- fontColor = "0 0 0";
- justify = "center";
- category = "Core";
-};
-
-if( !isObject( GuiButtonProfile ) )
-new GuiControlProfile( GuiButtonProfile )
-{
- opaque = true;
- border = true;
-
- fontColor = "50 50 50";
- fontColorHL = "0 0 0";
- fontColorNA = "200 200 200";
- //fontColorSEL ="0 0 0";
- fixedExtent = false;
- justify = "center";
- canKeyFocus = false;
- bitmap = "./images/button";
- hasBitmapArray = false;
- category = "Core";
-};
diff --git a/Templates/BaseGame/game/core/renderManager.cs b/Templates/BaseGame/game/core/renderManager.cs
deleted file mode 100644
index e9644c1ea..000000000
--- a/Templates/BaseGame/game/core/renderManager.cs
+++ /dev/null
@@ -1,136 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function initRenderManager()
-{
- assert( !isObject( DiffuseRenderPassManager ), "initRenderManager() - DiffuseRenderPassManager already initialized!" );
-
- new RenderPassManager( DiffuseRenderPassManager );
-
- // This token, and the associated render managers, ensure that driver MSAA
- // does not get used for Advanced Lighting renders. The 'AL_FormatResolve'
- // PostEffect copies the result to the backbuffer.
- new RenderFormatToken(AL_FormatToken)
- {
- enabled = "false";
-
- //When hdr is enabled this will be changed to the appropriate format
- format = "GFXFormatR8G8B8A8_SRGB";
- depthFormat = "GFXFormatD24S8";
- aaLevel = 0; // -1 = match backbuffer
-
- // The contents of the back buffer before this format token is executed
- // is provided in $inTex
- copyEffect = "AL_FormatCopy";
-
- // The contents of the render target created by this format token is
- // provided in $inTex
- resolveEffect = "AL_FormatCopy";
- };
- DiffuseRenderPassManager.addManager( new RenderPassStateBin() { renderOrder = 0.001; stateToken = AL_FormatToken; } );
-
- // We really need to fix the sky to render after all the
- // meshes... but that causes issues in reflections.
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 0.1; processAddOrder = 0.1; } );
-
- //DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } );
-
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
- // Normal mesh rendering.
- DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; basicOnly = true; } );
- DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } );
- DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
-
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin) { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
- DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
- DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } );
- DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
-
- // We now render translucent objects that should handle
- // their own fogging and lighting.
-
- // Note that the fog effect is triggered before this bin.
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjTranslucentBin) { bintype = "ObjectTranslucent"; renderOrder = 1.0; processAddOrder = 1.0; } );
-
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(WaterBin) { bintype = "Water"; renderOrder = 1.2; processAddOrder = 1.2; } );
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(FoliageBin) { bintype = "Foliage"; renderOrder = 1.3; processAddOrder = 1.3; } );
- DiffuseRenderPassManager.addManager( new RenderParticleMgr(ParticleBin) { renderOrder = 1.35; processAddOrder = 1.35; } );
- DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } );
-
- DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } );
-
- // Note that the GlowPostFx is triggered after this bin.
- DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
-
- // We render any editor stuff from this bin. Note that the HDR is
- // completed before this bin to keep editor elements from tone mapping.
- DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } );
-
- // Resolve format change token last.
- DiffuseRenderPassManager.addManager( new RenderPassStateBin(FinalBin) { renderOrder = 1.7; stateToken = AL_FormatToken; } );
-
- // AFX CODE BLOCK (interior-zodiacs)(polysoup-zodiacs) <<
- if(isObject(afxZodiacTerrainRenderer))
- {
- DiffuseRenderPassManager.addManager( new afxZodiacTerrainRenderer() { bintype = "TerrainZodiac"; renderOrder = 1.41; processAddOrder = 1.41; } );
- DiffuseRenderPassManager.addManager( new afxZodiacPolysoupRenderer() { bintype = "PolysoupZodiac"; renderOrder = 1.42; processAddOrder = 1.42; } );
- DiffuseRenderPassManager.addManager( new afxZodiacGroundPlaneRenderer() { bintype = "GroundPlaneZodiac"; renderOrder = 1.43; processAddOrder = 1.43; } );
- DiffuseRenderPassManager.addManager( new afxZodiacMeshRoadRenderer() { bintype = "MeshRoadZodiac"; renderOrder = 1.44; processAddOrder = 1.44; } );
- DiffuseRenderPassManager.addManager( new afxRenderHighlightMgr() { renderOrder = 1.55; processAddOrder = 1.55; } ); // for selection-highlighting
- }
-}
-
-/// This is the Default PostFX state block. Put here to prevent any missing object
-/// errors for below dependencies
-singleton GFXStateBlockData( PFX_DefaultStateBlock )
-{
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
-
- samplersDefined = true;
- samplerStates[0] = SamplerClampLinear;
-};
-
-/// This post effect is used to copy data from the non-MSAA back-buffer to the
-/// device back buffer (which could be MSAA). It must be declared here so that
-/// it is initialized when 'AL_FormatToken' is initialzed.
-singleton GFXStateBlockData( AL_FormatTokenState : PFX_DefaultStateBlock )
-{
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint;
-};
-
-singleton PostEffect( AL_FormatCopy )
-{
- // This PostEffect is used by 'AL_FormatToken' directly. It is never added to
- // the PostEffectManager. Do not call enable() on it.
- isEnabled = false;
- allowReflectPass = true;
-
- shader = PFX_PassthruShader;
- stateBlock = AL_FormatTokenState;
-
- texture[0] = "$inTex";
- target = "$backbuffer";
-};
diff --git a/Templates/BaseGame/game/core/sfx/audioAmbience.cs b/Templates/BaseGame/game/core/sfx/audioAmbience.cs
deleted file mode 100644
index 8c2bf270c..000000000
--- a/Templates/BaseGame/game/core/sfx/audioAmbience.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-singleton SFXAmbience( AudioAmbienceDefault )
-{
- environment = AudioEnvOff;
-};
-
-singleton SFXAmbience( AudioAmbienceOutside )
-{
- environment = AudioEnvPlain;
- states[ 0 ] = AudioLocationOutside;
-};
-
-singleton SFXAmbience( AudioAmbienceInside )
-{
- environment = AudioEnvRoom;
- states[ 0 ] = AudioLocationInside;
-};
-
-singleton SFXAmbience( AudioAmbienceUnderwater )
-{
- environment = AudioEnvUnderwater;
- states[ 0 ] = AudioLocationUnderwater;
-};
diff --git a/Templates/BaseGame/game/core/sfx/audioData.cs b/Templates/BaseGame/game/core/sfx/audioData.cs
deleted file mode 100644
index 8584ce50e..000000000
--- a/Templates/BaseGame/game/core/sfx/audioData.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Game specific audio descriptions. Always declare SFXDescription's (the type of sound)
-// before SFXProfile's (the sound itself) when creating new ones
-
-singleton SFXDescription(BulletFireDesc : AudioEffect )
-{
- isLooping = false;
- is3D = true;
- ReferenceDistance = 10.0;
- MaxDistance = 60.0;
-};
-
-singleton SFXDescription(BulletImpactDesc : AudioEffect )
-{
- isLooping = false;
- is3D = true;
- ReferenceDistance = 10.0;
- MaxDistance = 30.0;
- volume = 0.4;
- pitch = 1.4;
-};
diff --git a/Templates/BaseGame/game/core/sfx/audioDescriptions.cs b/Templates/BaseGame/game/core/sfx/audioDescriptions.cs
deleted file mode 100644
index d682461cf..000000000
--- a/Templates/BaseGame/game/core/sfx/audioDescriptions.cs
+++ /dev/null
@@ -1,143 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Always declare SFXDescription's (the type of sound) before SFXProfile's (the
-// sound itself) when creating new ones
-
-//-----------------------------------------------------------------------------
-// 3D Sounds
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Single shot sounds
-//-----------------------------------------------------------------------------
-
-singleton SFXDescription( AudioDefault3D : AudioEffect )
-{
- is3D = true;
- ReferenceDistance = 20.0;
- MaxDistance = 100.0;
-};
-
-singleton SFXDescription( AudioSoft3D : AudioEffect )
-{
- is3D = true;
- ReferenceDistance = 20.0;
- MaxDistance = 100.0;
- volume = 0.4;
-};
-
-singleton SFXDescription( AudioClose3D : AudioEffect )
-{
- is3D = true;
- ReferenceDistance = 10.0;
- MaxDistance = 60.0;
-};
-
-singleton SFXDescription( AudioClosest3D : AudioEffect )
-{
- is3D = true;
- ReferenceDistance = 5.0;
- MaxDistance = 10.0;
-};
-
-//-----------------------------------------------------------------------------
-// Looping sounds
-//-----------------------------------------------------------------------------
-
-singleton SFXDescription( AudioDefaultLoop3D : AudioEffect )
-{
- isLooping = true;
- is3D = true;
- ReferenceDistance = 20.0;
- MaxDistance = 100.0;
-};
-
-singleton SFXDescription( AudioCloseLoop3D : AudioEffect )
-{
- isLooping = true;
- is3D = true;
- ReferenceDistance = 18.0;
- MaxDistance = 25.0;
-};
-
-singleton SFXDescription( AudioClosestLoop3D : AudioEffect )
-{
- isLooping = true;
- is3D = true;
- ReferenceDistance = 5.0;
- MaxDistance = 10.0;
-};
-
-//-----------------------------------------------------------------------------
-// 2d sounds
-//-----------------------------------------------------------------------------
-
-// Used for non-looping environmental sounds (like power on, power off)
-singleton SFXDescription( Audio2D : AudioEffect )
-{
- isLooping = false;
-};
-
-// Used for Looping Environmental Sounds
-singleton SFXDescription( AudioLoop2D : AudioEffect )
-{
- isLooping = true;
-};
-
-singleton SFXDescription( AudioStream2D : AudioEffect )
-{
- isStreaming = true;
-};
-singleton SFXDescription( AudioStreamLoop2D : AudioEffect )
-{
- isLooping = true;
- isStreaming = true;
-};
-
-//-----------------------------------------------------------------------------
-// Music
-//-----------------------------------------------------------------------------
-
-singleton SFXDescription( AudioMusic2D : AudioMusic )
-{
- isStreaming = true;
-};
-
-singleton SFXDescription( AudioMusicLoop2D : AudioMusic )
-{
- isLooping = true;
- isStreaming = true;
-};
-
-singleton SFXDescription( AudioMusic3D : AudioMusic )
-{
- isStreaming = true;
- is3D = true;
-};
-
-singleton SFXDescription( AudioMusicLoop3D : AudioMusic )
-{
- isStreaming = true;
- is3D = true;
- isLooping = true;
-};
diff --git a/Templates/BaseGame/game/core/sfx/audioEnvironments.cs b/Templates/BaseGame/game/core/sfx/audioEnvironments.cs
deleted file mode 100644
index 671825b6b..000000000
--- a/Templates/BaseGame/game/core/sfx/audioEnvironments.cs
+++ /dev/null
@@ -1,916 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Reverb environment presets.
-//
-// For customized presets, best derive from one of these presets.
-
-singleton SFXEnvironment( AudioEnvOff )
-{
- envSize = "7.5";
- envDiffusion = "1.0";
- room = "-10000";
- roomHF = "-10000";
- roomLF = "0";
- decayTime = "1.0";
- decayHFRatio = "1.0";
- decayLFRatio = "1.0";
- reflections = "-2602";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "200";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "0.0";
- density = "0.0";
- flags = 0x33;
-};
-
-singleton SFXEnvironment( AudioEnvGeneric )
-{
- envSize = "7.5";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-100";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.83";
- decayLFRatio = "1.0";
- reflections = "-2602";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "200";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvRoom )
-{
- envSize = "1.9";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-454";
- roomLF = "0";
- decayTime = "0.4";
- decayHFRatio = "0.83";
- decayLFRatio = "1.0";
- reflections = "-1646";
- reflectionsDelay = "0.002";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "53";
- reverbDelay = "0.003";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvPaddedCell )
-{
- envSize = "1.4";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-6000";
- roomLF = "0";
- decayTime = "0.17";
- decayHFRatio = "0.1";
- decayLFRatio = "1.0";
- reflections = "-1204";
- reflectionsDelay = "0.001";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "207";
- reverbDelay = "0.002";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvBathroom )
-{
- envSize = "1.4";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-1200";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.54";
- decayLFRatio = "1.0";
- reflections = "-370";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "1030";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "60.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvLivingRoom )
-{
- envSize = "2.5";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-6000";
- roomLF = "0";
- decayTime = "0.5";
- decayHFRatio = "0.1";
- decayLFRatio = "1.0";
- reflections = "-1376";
- reflectionsDelay = "0.003";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1104";
- reverbDelay = "0.004";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvStoneRoom )
-{
- envSize = "11.6";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "300";
- roomLF = "0";
- decayTime = "2.31";
- decayHFRatio = "0.64";
- decayLFRatio = "1.0";
- reflections = "-711";
- reflectionsDelay = "0.012";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "83";
- reverbDelay = "0.017";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "-5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvAuditorium )
-{
- envSize = "21.6";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-476";
- roomLF = "0";
- decayTime = "4.32";
- decayHFRatio = "0.59";
- decayLFRatio = "1.0";
- reflections = "1";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-289";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvConcertHall )
-{
- envSize = "19.6";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-500";
- roomLF = "0";
- decayTime = "3.92";
- decayHFRatio = "0.7";
- decayLFRatio = "1.0";
- reflections = "-1230";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-2";
- reverbDelay = "0.029";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvCave )
-{
- envSize = "14.6";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "0";
- roomLF = "0";
- decayTime = "2.91";
- decayHFRatio = "1.3";
- decayLFRatio = "1.0";
- reflections = "-602";
- reflectionsDelay = "0.015";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-302";
- reverbDelay = "0.022";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x1f;
-};
-
-singleton SFXEnvironment( AudioEnvArena )
-{
- envSize = "36.2f";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-698";
- roomLF = "0";
- decayTime = "7.24";
- decayHFRatio = "0.33";
- decayLFRatio = "1.0";
- reflections = "-1166";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "16";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvHangar )
-{
- envSize = "50.3";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-1000";
- roomLF = "0";
- decayTime = "10.05";
- decayHFRatio = "0.23";
- decayLFRatio = "1.0";
- reflections = "-602";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "198";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvCarpettedHallway )
-{
- envSize = "1.9";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-4000";
- roomLF = "0";
- decayTime = "0.3";
- decayHFRatio = "0.1";
- decayLFRatio = "1.0";
- reflections = "-1831";
- reflectionsDelay = "0.002";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1630";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvHallway )
-{
- envSize = "1.8";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-300";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.59";
- decayLFRatio = "1.0";
- reflections = "-1219";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "441";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvStoneCorridor )
-{
- envSize = "13.5";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-237";
- roomLF = "0";
- decayTime = "2.7";
- decayHFRatio = "0.79";
- decayLFRatio = "1.0";
- reflections = "-1214";
- reflectionsDelay = "0.013";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "395";
- reverbDelay = "0.02";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvAlley )
-{
- envSize = "7.5";
- envDiffusion = "0.3";
- room = "-1000";
- roomHF = "-270";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.86";
- decayLFRatio = "1.0";
- reflections = "-1204";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-4";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.125";
- echoDepth = "0.95";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvForest )
-{
- envSize = "38.0";
- envDiffusion = "0.3";
- room = "-1000";
- roomHF = "-3300";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.54";
- decayLFRatio = "1.0";
- reflections = "-2560";
- reflectionsDelay = "0.162";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-229";
- reverbDelay = "0.088";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.125";
- echoDepth = "1.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "79.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvCity )
-{
- envSize = "7.5";
- envDiffusion = "0.5";
- room = "-1000";
- roomHF = "-800";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.67";
- decayLFRatio = "1.0";
- reflections = "-2273";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1691";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "50.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvMountains )
-{
- envSize = "100.0";
- envDiffusion = "0.27";
- room = "-1000";
- roomHF = "-2500";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.21";
- decayLFRatio = "1.0";
- reflections = "-2780";
- reflectionsDelay = "0.3";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1434";
- reverbDelay = "0.1";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "1.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "27.0";
- density = "100.0";
- flags = 0x1f;
-};
-
-singleton SFXEnvironment( AudioEnvQuary )
-{
- envSize = "17.5";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-1000";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.83";
- decayLFRatio = "1.0";
- reflections = "-10000";
- reflectionsDelay = "0.061";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "500";
- reverbDelay = "0.025";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.125";
- echoDepth = "0.7";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvPlain )
-{
- envSize = "42.5";
- envDiffusion = "0.21";
- room = "-1000";
- roomHF = "-2000";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.5";
- decayLFRatio = "1.0";
- reflections = "-2466";
- reflectionsDelay = "0.179";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1926";
- reverbDelay = "0.1";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "1.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "21.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvParkingLot )
-{
- envSize = "8.3";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "0";
- roomLF = "0";
- decayTime = "1.65";
- decayHFRatio = "1.5";
- decayLFRatio = "1.0";
- reflections = "-1363";
- reflectionsDelay = "0.008";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-1153";
- reverbDelay = "0.012";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x1f;
-};
-
-singleton SFXEnvironment( AudioEnvSewerPipe )
-{
- envSize = "1.7";
- envDiffusion = "0.8";
- room = "-1000";
- roomHF = "-1000";
- roomLF = "0";
- decayTime = "2.81";
- decayHFRatio = "0.14";
- decayLFRatio = "1.0";
- reflections = "429";
- reflectionsDelay = "0.014";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "1023";
- reverbDelay = "0.21";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "0.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "80.0";
- density = "60.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvUnderwater )
-{
- envSize = "1.8";
- envDiffusion = "1.0";
- room = "-1000";
- roomHF = "-4000";
- roomLF = "0";
- decayTime = "1.49";
- decayHFRatio = "0.1";
- decayLFRatio = "1.0";
- reflections = "-449";
- reflectionsDelay = "0.007";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "1700";
- reverbDelay = "0.011";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "1.18";
- modulationDepth = "0.348";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x3f;
-};
-
-singleton SFXEnvironment( AudioEnvDrugged )
-{
- envSize = "1.9";
- envDiffusion = "0.5";
- room = "-1000";
- roomHF = "0";
- roomLF = "0";
- decayTime = "8.39";
- decayHFRatio = "1.39";
- decayLFRatio = "1.0";
- reflections = "-115";
- reflectionsDelay = "0.002";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "985";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "0.25";
- modulationDepth = "1.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x1f;
-};
-
-singleton SFXEnvironment( AudioEnvDizzy )
-{
- envSize = "1.8";
- envDiffusion = "0.6";
- room = "-1000.0";
- roomHF = "-400";
- roomLF = "0";
- decayTime = "17.23";
- decayHFRatio = "0.56";
- decayLFRatio = "1.0";
- reflections = "-1713";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "-613";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "1.0";
- modulationTime = "0.81";
- modulationDepth = "0.31";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x1f;
-};
-
-singleton SFXEnvironment( AudioEnvPsychotic )
-{
- envSize = "1.0";
- envDiffusion = "0.5";
- room = "-1000";
- roomHF = "-151";
- roomLF = "0";
- decayTime = "7.56";
- decayHFRatio = "0.91";
- decayLFRatio = "1.0";
- reflections = "-626";
- reflectionsDelay = "0.02";
- reflectionsPan[ 0 ] = "0.0";
- reflectionsPan[ 1 ] = "0.0";
- reflectionsPan[ 2 ] = "0.0";
- reverb = "774";
- reverbDelay = "0.03";
- reverbPan[ 0 ] = "0.0";
- reverbPan[ 1 ] = "0.0";
- reverbPan[ 2 ] = "0.0";
- echoTime = "0.25";
- echoDepth = "0.0";
- modulationTime = "4.0";
- modulationDepth = "1.0";
- airAbsorptionHF = "-5.0";
- HFReference = "5000.0";
- LFReference = "250.0";
- roomRolloffFactor = "0.0";
- diffusion = "100.0";
- density = "100.0";
- flags = 0x1f;
-};
diff --git a/Templates/BaseGame/game/core/sfx/audioStates.cs b/Templates/BaseGame/game/core/sfx/audioStates.cs
deleted file mode 100644
index 3ab55cf78..000000000
--- a/Templates/BaseGame/game/core/sfx/audioStates.cs
+++ /dev/null
@@ -1,158 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Some state presets.
-
-
-/// Return the first active SFXState in the given SimSet/SimGroup.
-function sfxGetActiveStateInGroup( %group )
-{
- %count = %group.getCount();
- for( %i = 0; %i < %count; %i ++ )
- {
- %obj = %group.getObject( %i );
- if( !%obj.isMemberOfClass( "SFXState" ) )
- continue;
-
- if( %obj.isActive() )
- return %obj;
- }
-
- return 0;
-}
-
-
-//-----------------------------------------------------------------------------
-// Special audio state that will always and only be active when no other
-// state is active. Useful for letting slots apply specifically when no
-// other slot in a list applies.
-
-singleton SFXState( AudioStateNone ) {};
-
-AudioStateNone.activate();
-
-function SFXState::onActivate( %this )
-{
- if( %this.getId() != AudioStateNone.getId() )
- AudioStateNone.disable();
-}
-
-function SFXState::onDeactivate( %this )
-{
- if( %this.getId() != AudioStateNone.getId() )
- AudioStateNone.enable();
-}
-
-//-----------------------------------------------------------------------------
-// AudioStateExclusive class.
-//
-// Automatically deactivates sibling SFXStates in its parent SimGroup
-// when activated.
-
-function AudioStateExclusive::onActivate( %this )
-{
- Parent::onActivate( %this );
-
- %group = %this.parentGroup;
- %count = %group.getCount();
-
- for( %i = 0; %i < %count; %i ++ )
- {
- %obj = %group.getObject( %i );
-
- if( %obj != %this && %obj.isMemberOfClass( "SFXState" ) && %obj.isActive() )
- %obj.deactivate();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Location-dependent states.
-
-singleton SimGroup( AudioLocation );
-
-/// State when the listener is outside.
-singleton SFXState( AudioLocationOutside )
-{
- parentGroup = AudioLocation;
- className = "AudioStateExclusive";
-};
-
-/// State when the listener is submerged.
-singleton SFXState( AudioLocationUnderwater )
-{
- parentGroup = AudioLocation;
- className = "AudioStateExclusive";
-};
-
-/// State when the listener is indoors.
-singleton SFXState( AudioLocationInside )
-{
- parentGroup = AudioLocation;
- className = "AudioStateExclusive";
-};
-
-/// Return the currently active SFXState in AudioLocation.
-function sfxGetLocation()
-{
- return sfxGetActiveStateInGroup( AudioLocation );
-}
-
-//-----------------------------------------------------------------------------
-// Mood-dependent states.
-
-singleton SimGroup( AudioMood );
-
-singleton SFXState( AudioMoodNeutral )
-{
- parentGroup = AudioMood;
- className = "AudioStateExclusive";
-};
-
-singleton SFXState( AudioMoodAggressive )
-{
- parentGroup = AudioMood;
- className = "AudioStateExclusive";
-};
-
-singleton SFXState( AudioMoodTense )
-{
- parentGroup = AudioMood;
- className = "AudioStateExclusive";
-};
-
-singleton SFXState( AudioMoodVictory )
-{
- parentGroup = AudioMood;
- className = "AudioStateExclusive";
-};
-
-singleton SFXState( AudioMoodCalm )
-{
- parentGroup = AudioMood;
- className = "AudioStateExclusive";
-};
-
-/// Return the currently active SFXState in AudioMood.
-function sfxGetMood()
-{
- return sfxGetActiveStateInGroup( AudioMood );
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl
deleted file mode 100644
index 7de14a87d..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl
+++ /dev/null
@@ -1,87 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog final pixel shader V2.00
-#include "../shaderModel.hlsl"
-#include "../shaderModelAutoGen.hlsl"
-#include "../torque.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(depthBuffer, 1);
-TORQUE_UNIFORM_SAMPLER2D(frontBuffer, 2);
-TORQUE_UNIFORM_SAMPLER2D(density, 3);
-
-uniform float3 ambientColor;
-uniform float accumTime;
-uniform float4 fogColor;
-uniform float4 modspeed;//xy speed layer 1, zw speed layer 2
-uniform float2 viewpoint;
-uniform float2 texscale;
-uniform float fogDensity;
-uniform float preBias;
-uniform float textured;
-uniform float modstrength;
-uniform float numtiles;
-uniform float fadesize;
-uniform float2 PixelSize;
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 htpos : TEXCOORD0;
- float2 uv0 : TEXCOORD1;
-};
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0;
- uvscreen.y = 1.0 - uvscreen.y;
-
- float obj_test = TORQUE_DEFERRED_UNCONDITION(deferredTex, uvscreen).w * preBias;
- float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r;
- float front = TORQUE_TEX2D(frontBuffer, uvscreen).r;
-
- if (depth <= front)
- return float4(0,0,0,0);
- else if ( obj_test < depth )
- depth = obj_test;
- if ( front >= 0.0)
- depth -= front;
-
- float diff = 1.0;
- float3 col = fogColor.rgb;
- if (textured != 0.0)
- {
- float2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
-
- float2 mod1 = TORQUE_TEX2D(density, (offset + (modspeed.xy*accumTime))).rg;
- float2 mod2 = TORQUE_TEX2D(density, (offset + (modspeed.zw*accumTime))).rg;
- diff = (mod2.r + mod1.r) * modstrength;
- col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
- }
-
- col *= ambientColor;
-
- float4 resultColor = float4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
-
- return hdrEncode(resultColor);
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreP.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreP.hlsl
deleted file mode 100644
index 9d5060935..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreP.hlsl
+++ /dev/null
@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog deferred pixel shader V1.00
-#include "../shaderModel.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 pos : TEXCOORD0;
-};
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- float OUT;
-
- clip( IN.pos.w );
- OUT = IN.pos.w;
-
- return float4(OUT,0,0,1);
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreV.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreV.hlsl
deleted file mode 100644
index b736e0d0d..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreV.hlsl
+++ /dev/null
@@ -1,44 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog deferred vertex shader V1.00
-
-#include "../shaderModel.hlsl"
-#include "../hlslStructs.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 pos : TEXCOORD0;
-};
-
-uniform float4x4 modelView;
-
-ConnectData main( VertexIn_P IN)
-{
- ConnectData OUT;
-
- OUT.hpos = mul(modelView, float4(IN.pos, 1.0));
- OUT.pos = OUT.hpos;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogRefl.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogRefl.hlsl
deleted file mode 100644
index 380233b5f..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogRefl.hlsl
+++ /dev/null
@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog Reflection pixel shader V1.00
-#include "../shaderModel.hlsl"
-uniform float4 fogColor;
-uniform float fogDensity;
-uniform float reflStrength;
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 pos : TEXCOORD0;
-};
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- return float4(fogColor.rgb,saturate(fogDensity*reflStrength));
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogV.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogV.hlsl
deleted file mode 100644
index 167f83946..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogV.hlsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog final vertex shader V1.00
-
-#include "../shaderModel.hlsl"
-#include "../hlslStructs.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 htpos : TEXCOORD0;
- float2 uv0 : TEXCOORD1;
-};
-
-uniform float4x4 modelView;
-
-ConnectData main( VertexIn_PNTT IN)
-{
- ConnectData OUT;
-
- OUT.hpos = mul(modelView, float4(IN.pos,1.0));
- OUT.htpos = OUT.hpos;
- OUT.uv0 = IN.uv0;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogP.glsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogP.glsl
deleted file mode 100644
index fcfa31244..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogP.glsl
+++ /dev/null
@@ -1,87 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/torque.glsl"
-
-uniform sampler2D deferredTex;
-uniform sampler2D depthBuffer;
-uniform sampler2D frontBuffer;
-uniform sampler2D density;
-
-uniform float accumTime;
-uniform vec4 fogColor;
-uniform float fogDensity;
-uniform float preBias;
-uniform float textured;
-uniform float modstrength;
-uniform vec4 modspeed;//xy speed layer 1, zw speed layer 2
-uniform vec2 viewpoint;
-uniform vec2 texscale;
-uniform vec3 ambientColor;
-uniform float numtiles;
-uniform float fadesize;
-uniform vec2 PixelSize;
-
-in vec4 _hpos;
-#define IN_hpos _hpos
-out vec4 OUT_col;
-
-void main()
-{
- vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0;
- uvscreen.y = 1.0 - uvscreen.y;
-
- float obj_test = deferredUncondition( deferredTex, uvscreen).w * preBias;
- float depth = tex2D(depthBuffer,uvscreen).r;
- float front = tex2D(frontBuffer,uvscreen).r;
-
- if (depth <= front)
- {
- OUT_col = vec4(0,0,0,0);
- return;
- }
-
- else if ( obj_test < depth )
- depth = obj_test;
- if ( front >= 0.0)
- depth -= front;
-
- float diff = 1.0;
- vec3 col = fogColor.rgb;
- if (textured != 0.0)
- {
- vec2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
-
- vec2 mod1 = tex2D(density,(offset + (modspeed.xy*accumTime))).rg;
- vec2 mod2= tex2D(density,(offset + (modspeed.zw*accumTime))).rg;
- diff = (mod2.r + mod1.r) * modstrength;
- col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
- }
-
- col *= ambientColor;
-
- vec4 returnColor = vec4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
-
- OUT_col = hdrEncode(returnColor);
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreP.glsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreP.glsl
deleted file mode 100644
index 017ea6ef8..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreP.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 _hpos;
-#define IN_hpos _hpos
-
-out vec4 OUT_col;
-
-void main()
-{
- float OUT;
- clip( IN_hpos.w );
- OUT = IN_hpos.w;
-
- OUT_col = vec4(OUT,0,0,1);
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreV.glsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreV.glsl
deleted file mode 100644
index 2f2a1318a..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreV.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-#define IN_position vPosition
-
-out vec4 _hpos;
-#define OUT_hpos _hpos
-
-uniform mat4 modelView;
-
-void main()
-{
- vec4 inPos = IN_position;
- inPos.w = 1.0;
-
- OUT_hpos = tMul( modelView, inPos );
-
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogRefl.glsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogRefl.glsl
deleted file mode 100644
index 78e149fbf..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogRefl.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-uniform vec4 fogColor;
-uniform float fogDensity;
-uniform float reflStrength;
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = vec4(fogColor.rgb,saturate(fogDensity*reflStrength));
-}
diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogV.glsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogV.glsl
deleted file mode 100644
index 57b3ba87e..000000000
--- a/Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-#define IN_position vPosition
-
-out vec4 _hpos;
-#define OUT_hpos _hpos
-
-uniform mat4 modelView;
-
-void main()
-{
- OUT_hpos = tMul(modelView, IN_position);
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/basicCloudsP.hlsl b/Templates/BaseGame/game/core/shaders/basicCloudsP.hlsl
deleted file mode 100644
index 4b40e5e8c..000000000
--- a/Templates/BaseGame/game/core/shaders/basicCloudsP.hlsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- float4 col = TORQUE_TEX2D(diffuseMap, IN.texCoord);
- return hdrEncode( col );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/basicCloudsV.hlsl b/Templates/BaseGame/game/core/shaders/basicCloudsV.hlsl
deleted file mode 100644
index a176fdbcd..000000000
--- a/Templates/BaseGame/game/core/shaders/basicCloudsV.hlsl
+++ /dev/null
@@ -1,58 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct CloudVert
-{
- float3 pos : POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-uniform float4x4 modelview;
-uniform float2 texDirection;
-uniform float2 texOffset;
-uniform float accumTime;
-uniform float texScale;
-
-
-ConnectData main( CloudVert IN )
-{
- ConnectData OUT;
-
- OUT.hpos = mul(modelview, float4(IN.pos,1.0));
-
- float2 uv = IN.uv0;
- uv += texOffset;
- uv *= texScale;
- uv += accumTime * texDirection;
-
- OUT.texCoord = uv;
-
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/cloudLayerP.hlsl b/Templates/BaseGame/game/core/shaders/cloudLayerP.hlsl
deleted file mode 100644
index efa8fe0b4..000000000
--- a/Templates/BaseGame/game/core/shaders/cloudLayerP.hlsl
+++ /dev/null
@@ -1,146 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-#include "torque.hlsl"
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 texCoord12 : TEXCOORD0;
- float4 texCoord34 : TEXCOORD1;
- float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
- float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
- float worldDist : TEXCOORD4;
-};
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-TORQUE_UNIFORM_SAMPLER2D(normalHeightMap, 0);
-uniform float3 ambientColor;
-uniform float3 sunColor;
-uniform float cloudCoverage;
-uniform float3 cloudBaseColor;
-uniform float cloudExposure;
-
-//-----------------------------------------------------------------------------
-// Globals
-//-----------------------------------------------------------------------------
-// The per-color weighting to be used for luminance calculations in RGB order.
-static const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);
-
-
-//-----------------------------------------------------------------------------
-// Functions
-//-----------------------------------------------------------------------------
-
-// Calculates the Rayleigh phase function
-float getRayleighPhase( float angle )
-{
- return 0.75 * ( 1.0 + pow( angle, 2 ) );
-}
-
-// Returns the output rgb color given a texCoord and parameters it uses
-// for lighting calculation.
-float3 ComputeIllumination( float2 texCoord,
- float3 vLightTS,
- float3 vViewTS,
- float3 vNormalTS )
-{
- //return noiseNormal;
- //return vNormalTS;
-
- float3 vLightTSAdj = float3( -vLightTS.x, -vLightTS.y, vLightTS.z );
-
- float dp = dot( vNormalTS, vLightTSAdj );
-
- // Calculate the amount of illumination (lightTerm)...
-
- // We do both a rim lighting effect and a halfLambertian lighting effect
- // and combine the result.
- float halfLambertTerm = saturate( pow( dp * 0.5 + 0.5, 1 ) );
- float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
- float lightTerm = saturate( halfLambertTerm * 1.0 + rimLightTerm * dp );
- lightTerm *= 0.5;
-
- // Use a simple RayleighPhase function to simulate single scattering towards
- // the camera.
- float angle = dot( vLightTS, vViewTS );
- lightTerm *= getRayleighPhase( angle );
-
- // Combine terms and colors into the output color.
- //float3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
- float3 lightColor = lerp( ambientColor, sunColor, lightTerm );
- //lightColor = lerp( lightColor, ambientColor, cloudCoverage );
- float3 finalColor = cloudBaseColor * lightColor;
-
- return finalColor;
-}
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- // Normalize the interpolated vectors:
- float3 vViewTS = normalize( IN.vViewTS );
- float3 vLightTS = normalize( IN.vLightTS );
-
- float4 cResultColor = float4( 0, 0, 0, 1 );
-
- float2 texSample = IN.texCoord12.xy;
-
- float4 noise1 = TORQUE_TEX2D( normalHeightMap, IN.texCoord12.zw );
- noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
- //return noise1;
-
- float4 noise2 = TORQUE_TEX2D(normalHeightMap, IN.texCoord34.xy);
- noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
- //return noise2;
-
- float3 noiseNormal = normalize( noise1 + noise2 ).xyz;
- //return float4( noiseNormal, 1.0 );
-
- float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
-
- float3 vNormalTS = normalize( TORQUE_TEX2D(normalHeightMap, texSample).xyz * 2.0 - 1.0);
- vNormalTS += noiseNormal;
- vNormalTS = normalize( vNormalTS );
-
- // Compute resulting color for the pixel:
- cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
-
- float coverage = ( cloudCoverage - 0.5 ) * 2.0;
- cResultColor.a = TORQUE_TEX2D(normalHeightMap, texSample).a + coverage + noiseHeight;
-
- if ( cloudCoverage > -1.0 )
- cResultColor.a /= 1.0 + coverage;
-
- cResultColor.a = saturate( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ) );
-
- cResultColor.a = lerp( cResultColor.a, 0.0, 1.0 - pow(IN.worldDist,2.0) );
-
- cResultColor.rgb *= cloudExposure;
-
- return hdrEncode( cResultColor );
-}
diff --git a/Templates/BaseGame/game/core/shaders/cloudLayerV.hlsl b/Templates/BaseGame/game/core/shaders/cloudLayerV.hlsl
deleted file mode 100644
index d60dd251d..000000000
--- a/Templates/BaseGame/game/core/shaders/cloudLayerV.hlsl
+++ /dev/null
@@ -1,106 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-#include "shaderModel.hlsl"
-
-struct CloudVert
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float3 binormal : BINORMAL;
- float3 tangent : TANGENT;
- float2 uv0 : TEXCOORD0;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 texCoord12 : TEXCOORD0;
- float4 texCoord34 : TEXCOORD1;
- float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
- float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
- float worldDist : TEXCOORD4;
-};
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform float4x4 modelview;
-uniform float3 eyePosWorld;
-uniform float3 sunVec;
-uniform float2 texOffset0;
-uniform float2 texOffset1;
-uniform float2 texOffset2;
-uniform float3 texScale;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( CloudVert IN )
-{
- ConnectData OUT;
-
- OUT.hpos = mul(modelview, float4(IN.pos,1.0));
- // Offset the uv so we don't have a seam directly over our head.
- float2 uv = IN.uv0 + float2( 0.5, 0.5 );
-
- OUT.texCoord12.xy = uv * texScale.x;
- OUT.texCoord12.xy += texOffset0;
-
- OUT.texCoord12.zw = uv * texScale.y;
- OUT.texCoord12.zw += texOffset1;
-
- OUT.texCoord34.xy = uv * texScale.z;
- OUT.texCoord34.xy += texOffset2;
-
- OUT.texCoord34.z = IN.pos.z;
- OUT.texCoord34.w = 0.0;
-
- // Transform the normal, tangent and binormal vectors from object space to
- // homogeneous projection space:
- float3 vNormalWS = -IN.normal;
- float3 vTangentWS = -IN.tangent;
- float3 vBinormalWS = -IN.binormal;
-
- // Compute position in world space:
- float4 vPositionWS = float4(IN.pos, 1.0) + float4(eyePosWorld, 1); //mul( IN.pos, objTrans );
-
- // Compute and output the world view vector (unnormalized):
- float3 vViewWS = eyePosWorld - vPositionWS.xyz;
-
- // Compute denormalized light vector in world space:
- float3 vLightWS = -sunVec;
-
- // Normalize the light and view vectors and transform it to the tangent space:
- float3x3 mWorldToTangent = float3x3( vTangentWS, vBinormalWS, vNormalWS );
-
- // Propagate the view and the light vectors (in tangent space):
- OUT.vLightTS = mul( vLightWS, mWorldToTangent );
- OUT.vViewTS = mul( mWorldToTangent, vViewWS );
-
- OUT.worldDist = saturate( pow( max( IN.pos.z, 0 ), 2 ) );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureP.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureP.hlsl
deleted file mode 100644
index d0577428f..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureP.hlsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-float4 main( Conn IN ) : TORQUE_TARGET0
-{
- return float4(IN.color.rgb, IN.color.a * TORQUE_TEX2D(diffuseMap, IN.texCoord).a);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureV.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureV.hlsl
deleted file mode 100644
index 8bf4e88d8..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureV.hlsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Appdata
-{
- float3 position : POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-uniform float4x4 modelview;
-
-Conn main( Appdata In )
-{
- Conn Out;
- Out.HPOS = mul(modelview, float4(In.position,1.0));
- Out.color = In.color;
- Out.texCoord = In.texCoord;
- return Out;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/colorP.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/colorP.hlsl
deleted file mode 100644
index dd9990e07..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/colorP.hlsl
+++ /dev/null
@@ -1,34 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
-};
-
-float4 main(Conn IN) : TORQUE_TARGET0
-{
- return IN.color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/colorV.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/colorV.hlsl
deleted file mode 100644
index d16dfb863..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/colorV.hlsl
+++ /dev/null
@@ -1,45 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Appdata
-{
- float3 position : POSITION;
- float4 color : COLOR;
-};
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
-};
-
-uniform float4x4 modelview;
-
-Conn main( Appdata In )
-{
- Conn Out;
- Out.HPOS = mul(modelview, float4(In.position,1.0));
- Out.color = In.color;
- return Out;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureP.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureP.glsl
deleted file mode 100644
index b9a10adf3..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureP.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D diffuseMap;
-in vec4 color;
-in vec2 texCoord;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureV.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureV.glsl
deleted file mode 100644
index 5d7f10168..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec4 vColor;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-out vec4 color;
-out vec2 texCoord;
-
-void main()
-{
- gl_Position = tMul(modelview, vPosition);
- correctSSP(gl_Position);
- color = vColor;
- texCoord = vTexCoord0.st;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorP.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorP.glsl
deleted file mode 100644
index f9dfc3d4f..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorP.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-in vec4 color;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorV.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorV.glsl
deleted file mode 100644
index 895917b55..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorV.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec4 vColor;
-
-uniform mat4 modelview;
-out vec4 color;
-
-void main()
-{
- gl_Position = tMul(modelview, vPosition);
- correctSSP(gl_Position);
- color = vColor;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureP.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureP.glsl
deleted file mode 100644
index c24b9db12..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureP.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D diffuseMap;
-in vec4 color;
-in vec2 texCoord;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = texture(diffuseMap, texCoord) * color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureV.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureV.glsl
deleted file mode 100644
index 5d7f10168..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec4 vColor;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-out vec4 color;
-out vec2 texCoord;
-
-void main()
-{
- gl_Position = tMul(modelview, vPosition);
- correctSSP(gl_Position);
- color = vColor;
- texCoord = vTexCoord0.st;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreP.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreP.glsl
deleted file mode 100644
index 770f8904d..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreP.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D colorTarget0Texture ;
-
-vec4 main( vec2 ScreenPos : VPOS ) : COLOR0
-{
- vec2 TexCoord = ScreenPos;
- vec4 diffuse;
- asm { tfetch2D diffuse, TexCoord, colorTarget0Texture, UnnormalizedTextureCoords = true };
- return diffuse;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreV.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreV.glsl
deleted file mode 100644
index e99d2e537..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreV.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureP.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureP.glsl
deleted file mode 100644
index 50cef4bda..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureP.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D diffuseMap;
-in vec2 texCoord;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = texture(diffuseMap, texCoord);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureV.glsl b/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureV.glsl
deleted file mode 100644
index 20dbb6f10..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureV.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-out vec2 texCoord;
-
-void main()
-{
- gl_Position = tMul(modelview, vPosition);
- correctSSP(gl_Position);
- texCoord = vTexCoord0.st;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureP.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureP.hlsl
deleted file mode 100644
index 63afec2a4..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureP.hlsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-float4 main( Conn IN ) : TORQUE_TARGET0
-{
- return TORQUE_TEX2D(diffuseMap, IN.texCoord) * IN.color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureV.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureV.hlsl
deleted file mode 100644
index 8bf4e88d8..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureV.hlsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Appdata
-{
- float3 position : POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-struct Conn
-{
- float4 HPOS : TORQUE_POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-uniform float4x4 modelview;
-
-Conn main( Appdata In )
-{
- Conn Out;
- Out.HPOS = mul(modelview, float4(In.position,1.0));
- Out.color = In.color;
- Out.texCoord = In.texCoord;
- return Out;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreP.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreP.hlsl
deleted file mode 100644
index 9ef44f426..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreP.hlsl
+++ /dev/null
@@ -1,31 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D colorTarget0Texture : register(s0);
-
-float4 main( float2 ScreenPos : VPOS ) : COLOR0
-{
- float2 TexCoord = ScreenPos;
- float4 diffuse;
- asm { tfetch2D diffuse, TexCoord, colorTarget0Texture, UnnormalizedTextureCoords = true };
- return diffuse;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreV.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreV.hlsl
deleted file mode 100644
index 3c4aefaec..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreV.hlsl
+++ /dev/null
@@ -1,26 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-float4 main( const float2 inPosition : POSITION ) : POSITION
-{
- return float4( inPosition, 0, 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/textureP.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/textureP.hlsl
deleted file mode 100644
index 82dbd4ce9..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/textureP.hlsl
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-float4 main(Conn IN) : TORQUE_TARGET0
-{
- return TORQUE_TEX2D(diffuseMap, IN.texCoord);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fixedFunction/textureV.hlsl b/Templates/BaseGame/game/core/shaders/fixedFunction/textureV.hlsl
deleted file mode 100644
index 204cf9514..000000000
--- a/Templates/BaseGame/game/core/shaders/fixedFunction/textureV.hlsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-struct Appdata
-{
- float3 position : POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
-};
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-uniform float4x4 modelview;
-
-Conn main( Appdata In )
-{
- Conn Out;
- Out.hpos = mul(modelview, float4(In.position, 1.0));
- Out.texCoord = In.texCoord;
- return Out;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/foliage.hlsl b/Templates/BaseGame/game/core/shaders/foliage.hlsl
deleted file mode 100644
index 9952c29d6..000000000
--- a/Templates/BaseGame/game/core/shaders/foliage.hlsl
+++ /dev/null
@@ -1,186 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// CornerId corresponds to this arrangement
-// from the perspective of the camera.
-//
-// 3 ---- 2
-// | |
-// 0 ---- 1
-//
-
-#define MAX_COVERTYPES 8
-
-uniform float2 gc_fadeParams;
-uniform float2 gc_windDir;
-uniform float3 gc_camRight;
-uniform float3 gc_camUp;
-uniform float4 gc_typeRects[MAX_COVERTYPES];
-
-// .x = gust length
-// .y = premultiplied simulation time and gust frequency
-// .z = gust strength
-uniform float3 gc_gustInfo;
-
-// .x = premultiplied simulation time and turbulance frequency
-// .y = turbulance strength
-uniform float2 gc_turbInfo;
-
-
-static float sCornerRight[4] = { -0.5, 0.5, 0.5, -0.5 };
-
-static float sCornerUp[4] = { 0, 0, 1, 1 };
-
-static float sMovableCorner[4] = { 0, 0, 1, 1 };
-
-static float2 sUVCornerExtent[4] =
-{
- float2( 0, 1 ),
- float2( 1, 1 ),
- float2( 1, 0 ),
- float2( 0, 0 )
-};
-
-
-///////////////////////////////////////////////////////////////////////////////
-// The following wind effect was derived from the GPU Gems 3 chapter...
-//
-// "Vegetation Procedural Animation and Shading in Crysis"
-// by Tiago Sousa, Crytek
-//
-
-float2 smoothCurve( float2 x )
-{
- return x * x * ( 3.0 - 2.0 * x );
-}
-
-float2 triangleWave( float2 x )
-{
- return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
-}
-
-float2 smoothTriangleWave( float2 x )
-{
- return smoothCurve( triangleWave( x ) );
-}
-
-float windTurbulence( float bbPhase, float frequency, float strength )
-{
- // We create the input value for wave generation from the frequency and phase.
- float2 waveIn = bbPhase.xx + frequency.xx;
-
- // We use two square waves to generate the effect which
- // is then scaled by the overall strength.
- float2 waves = ( frac( waveIn.xy * float2( 1.975, 0.793 ) ) * 2.0 - 1.0 );
- waves = smoothTriangleWave( waves );
-
- // Sum up the two waves into a single wave.
- return ( waves.x + waves.y ) * strength;
-}
-
-float2 windEffect( float bbPhase,
- float2 windDirection,
- float gustLength,
- float gustFrequency,
- float gustStrength,
- float turbFrequency,
- float turbStrength )
-{
- // Calculate the ambient wind turbulence.
- float turbulence = windTurbulence( bbPhase, turbFrequency, turbStrength );
-
- // We simulate the overall gust via a sine wave.
- float gustPhase = clamp( sin( ( bbPhase - gustFrequency ) / gustLength ) , 0, 1 );
- float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence );
-
- // Return the final directional wind effect.
- return gustOffset.xx * windDirection.xy;
-}
-
-void foliageProcessVert( inout float3 position,
- inout float4 diffuse,
- inout float4 texCoord,
- inout float3 normal,
- inout float3 T,
- in float3 eyePos )
-{
- // Assign the normal and tagent values.
- //normal = float3( 0, 0, 1 );//cross( gc_camUp, gc_camRight );
- T = gc_camRight;
-
- // Pull out local vars we need for work.
- int corner = ( diffuse.a * 255.0f ) + 0.5f;
- float2 size = texCoord.xy;
- int type = texCoord.z;
-
- // The billboarding is based on the camera direction.
- float3 rightVec = gc_camRight * sCornerRight[corner];
- float3 upVec = gc_camUp * sCornerUp[corner];
-
- // Figure out the corner position.
- float3 outPos = ( upVec * size.y ) + ( rightVec * size.x );
- float len = length( outPos.xyz );
-
- // We derive the billboard phase used for wind calculations from its position.
- float bbPhase = dot( position.xyz, 1 );
-
- // Get the overall wind gust and turbulence effects.
- float3 wind;
- wind.xy = windEffect( bbPhase,
- gc_windDir,
- gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z,
- gc_turbInfo.x, gc_turbInfo.y );
- wind.z = 0;
-
- // Add the summed wind effect into the point.
- outPos.xyz += wind.xyz * texCoord.w;
-
- // Do a simple spherical clamp to keep the foliage
- // from stretching too much by wind effect.
- outPos.xyz = normalize( outPos.xyz ) * len;
-
- // Move the point into world space.
- position += outPos;
-
- // Grab the uv set and setup the texture coord.
- float4 uvSet = gc_typeRects[type];
- texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
- texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
-
- // Animate the normal to get lighting changes
- // across the the wind swept foliage.
- //
- // TODO: Expose the 10x as a factor to control
- // how much the wind effects the lighting on the grass.
- //
- normal.xy += wind.xy * ( 10.0 * texCoord.w );
- normal = normalize( normal );
-
- // Get the alpha fade value.
-
- float fadeStart = gc_fadeParams.x;
- float fadeEnd = gc_fadeParams.y;
- const float fadeRange = fadeEnd - fadeStart;
-
- float dist = distance( eyePos, position.xyz ) - fadeStart;
- diffuse.a = 1 - clamp( dist / fadeRange, 0, 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorP.hlsl b/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorP.hlsl
deleted file mode 100644
index a8bb68e28..000000000
--- a/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorP.hlsl
+++ /dev/null
@@ -1,60 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shdrConsts.h"
-#include "shaderModel.hlsl"
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 outTexCoord : TEXCOORD0;
- float4 color : COLOR0;
- float4 groundAlphaCoeff : COLOR1;
- float2 alphaLookup : TEXCOORD1;
-};
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-TORQUE_UNIFORM_SAMPLER2D(alphaMap, 1);
-
-uniform float4 groundAlpha;
-uniform float4 ambient;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main( ConnectData IN )
-{
- Fragout OUT;
-
- float4 alpha = TORQUE_TEX2D(alphaMap, IN.alphaLookup);
- OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * TORQUE_TEX2D(diffuseMap, IN.texCoord);
- OUT.col.a = OUT.col.a * min(alpha, groundAlpha + IN.groundAlphaCoeff.x).x;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorV.hlsl b/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorV.hlsl
deleted file mode 100644
index 70ec9ff4c..000000000
--- a/Templates/BaseGame/game/core/shaders/fxFoliageReplicatorV.hlsl
+++ /dev/null
@@ -1,129 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct VertData
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float2 texCoord : TEXCOORD0;
- float2 waveScale : TEXCOORD1;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 outTexCoord : TEXCOORD0;
- float4 color : COLOR0;
- float4 groundAlphaCoeff : COLOR1;
- float2 alphaLookup : TEXCOORD1;
-};
-
-uniform float4x4 projection : register(C0);
-uniform float4x4 world : register(C4);
-uniform float GlobalSwayPhase : register(C8);
-uniform float SwayMagnitudeSide : register(C9);
-uniform float SwayMagnitudeFront : register(C10);
-uniform float GlobalLightPhase : register(C11);
-uniform float LuminanceMagnitude : register(C12);
-uniform float LuminanceMidpoint : register(C13);
-uniform float DistanceRange : register(C14);
-uniform float3 CameraPos : register(C15);
-uniform float TrueBillboard : register(C16);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertData IN )
-{
- ConnectData OUT;
-
- // Init a transform matrix to be used in the following steps
- float4x4 trans = 0;
- trans[0][0] = 1;
- trans[1][1] = 1;
- trans[2][2] = 1;
- trans[3][3] = 1;
- trans[0][3] = IN.position.x;
- trans[1][3] = IN.position.y;
- trans[2][3] = IN.position.z;
-
- // Billboard transform * world matrix
- float4x4 o = world;
- o = mul(o, trans);
-
- // Keep only the up axis result and position transform.
- // This gives us "cheating" cylindrical billboarding.
- o[0][0] = 1;
- o[1][0] = 0;
- o[2][0] = 0;
- o[3][0] = 0;
- o[0][1] = 0;
- o[1][1] = 1;
- o[2][1] = 0;
- o[3][1] = 0;
-
- // Unless the user specified TrueBillboard,
- // in which case we want the z axis to also be camera facing.
-
-#ifdef TRUE_BILLBOARD
-
- o[0][2] = 0;
- o[1][2] = 0;
- o[2][2] = 1;
- o[3][2] = 0;
-
-#endif
-
- // Handle sway. Sway is stored in a texture coord. The x coordinate is the sway phase multiplier,
- // the y coordinate determines if this vertex actually sways or not.
- float xSway, ySway;
- float wavePhase = GlobalSwayPhase * IN.waveScale.x;
- sincos(wavePhase, ySway, xSway);
- xSway = xSway * IN.waveScale.y * SwayMagnitudeSide;
- ySway = ySway * IN.waveScale.y * SwayMagnitudeFront;
- float4 p;
- p = mul(o, float4(IN.normal.x + xSway, ySway, IN.normal.z, 1));
-
- // Project the point
- OUT.hpos = mul(projection, p);
-
- // Lighting
- float Luminance = LuminanceMidpoint + LuminanceMagnitude * cos(GlobalLightPhase + IN.normal.y);
-
- // Alpha
- float3 worldPos = IN.position;
- float alpha = abs(distance(worldPos, CameraPos)) / DistanceRange;
- alpha = clamp(alpha, 0.0f, 1.0f); //pass it through
-
- OUT.alphaLookup = float2(alpha, 0.0f);
- OUT.groundAlphaCoeff = all(IN.normal.z);
- OUT.outTexCoord = IN.texCoord;
- OUT.color = float4(Luminance, Luminance, Luminance, 1.0f);
-
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/basicCloudsP.glsl b/Templates/BaseGame/game/core/shaders/gl/basicCloudsP.glsl
deleted file mode 100644
index 5b3f50519..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/basicCloudsP.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.glsl"
-#include "hlslCompat.glsl"
-
-//ConnectData
-in vec2 texCoord;
-#define IN_texCoord texCoord
-
-
-uniform sampler2D diffuseMap ;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 col = texture( diffuseMap, IN_texCoord );
- OUT_col = hdrEncode( col );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/basicCloudsV.glsl b/Templates/BaseGame/game/core/shaders/gl/basicCloudsV.glsl
deleted file mode 100644
index cccbafa8c..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/basicCloudsV.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-//CloudVert
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define IN_pos vPosition
-#define IN_uv0 vTexCoord0
-
-uniform mat4 modelview;
-uniform float accumTime;
-uniform float texScale;
-uniform vec2 texDirection;
-uniform vec2 texOffset;
-
-out vec2 texCoord;
-#define OUT_texCoord texCoord
-
-void main()
-{
- gl_Position = tMul(modelview, IN_pos);
-
- vec2 uv = IN_uv0;
- uv += texOffset;
- uv *= texScale;
- uv += accumTime * texDirection;
-
- OUT_texCoord = uv;
-
- correctSSP(gl_Position);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/blurP.glsl b/Templates/BaseGame/game/core/shaders/gl/blurP.glsl
deleted file mode 100644
index a27538762..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/blurP.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//*****************************************************************************
-// Glow Shader
-//*****************************************************************************
-uniform vec4 kernel;
-uniform sampler2D diffuseMap;
-
-in vec2 texc0, texc1, texc2, texc3;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = texture(diffuseMap, texc0) * kernel.x;
- OUT_col += texture(diffuseMap, texc1) * kernel.y;
- OUT_col += texture(diffuseMap, texc2) * kernel.z;
- OUT_col += texture(diffuseMap, texc3) * kernel.w;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/blurV.glsl b/Templates/BaseGame/game/core/shaders/gl/blurV.glsl
deleted file mode 100644
index 1bfb0cd1b..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/blurV.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//*****************************************************************************
-// Glow shader
-//*****************************************************************************
-
-in vec4 vPosition;
-in vec4 vColor;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-uniform vec2 offset0, offset1, offset2, offset3;
-
-out vec2 texc0, texc1, texc2, texc3;
-
-void main()
-{
- gl_Position = modelview * vPosition;
-
- vec2 tc = vTexCoord0.st;
- tc.y = 1.0 - tc.y;
-
- texc0 = tc + offset0;
- texc1 = tc + offset1;
- texc2 = tc + offset2;
- texc3 = tc + offset3;
- gl_Position.y *= -1;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/cloudLayerP.glsl b/Templates/BaseGame/game/core/shaders/gl/cloudLayerP.glsl
deleted file mode 100644
index 877a132da..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/cloudLayerP.glsl
+++ /dev/null
@@ -1,147 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-#include "torque.glsl"
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-//ConnectData
-in vec4 texCoord12;
-#define IN_texCoord12 texCoord12
-in vec4 texCoord34;
-#define IN_texCoord34 texCoord34
-in vec3 vLightTS; // light vector in tangent space, denormalized
-#define IN_vLightTS vLightTS
-in vec3 vViewTS; // view vector in tangent space, denormalized
-#define IN_vViewTS vViewTS
-in float worldDist;
-#define IN_worldDist worldDist
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform sampler2D normalHeightMap;
-uniform vec3 ambientColor;
-uniform vec3 sunColor;
-uniform float cloudCoverage;
-uniform vec3 cloudBaseColor;
-uniform float cloudExposure;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Globals
-//-----------------------------------------------------------------------------
-// The per-color weighting to be used for luminance calculations in RGB order.
-const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f);
-
-
-//-----------------------------------------------------------------------------
-// Functions
-//-----------------------------------------------------------------------------
-
-// Calculates the Rayleigh phase function
-float getRayleighPhase( float angle )
-{
- return 0.75 * ( 1.0 + pow( angle, 2.0 ) );
-}
-
-// Returns the output rgb color given a texCoord and parameters it uses
-// for lighting calculation.
-vec3 ComputeIllumination( vec2 texCoord,
- vec3 vLightTS,
- vec3 vViewTS,
- vec3 vNormalTS )
-{
- //return noiseNormal;
- //return vNormalTS;
-
- vec3 vLightTSAdj = vec3( -vLightTS.x, -vLightTS.y, vLightTS.z );
-
- float dp = dot( vNormalTS, vLightTSAdj );
-
- // Calculate the amount of illumination (lightTerm)...
-
- // We do both a rim lighting effect and a halfLambertian lighting effect
- // and combine the result.
- float halfLambertTerm = clamp( pow( dp * 0.5 + 0.5, 1.0 ), 0.0, 1.0 );
- float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
- float lightTerm = clamp( halfLambertTerm * 1.0 + rimLightTerm * dp, 0.0, 1.0 );
- lightTerm *= 0.5;
-
- // Use a simple RayleighPhase function to simulate single scattering towards
- // the camera.
- float angle = dot( vLightTS, vViewTS );
- lightTerm *= getRayleighPhase( angle );
-
- // Combine terms and colors into the output color.
- //vec3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
- vec3 lightColor = mix( ambientColor, sunColor, lightTerm );
- //lightColor = mix( lightColor, ambientColor, cloudCoverage );
- vec3 finalColor = cloudBaseColor * lightColor;
-
- return finalColor;
-}
-
-void main()
-{
- // Normalize the interpolated vectors:
- vec3 vViewTS = normalize( vViewTS );
- vec3 vLightTS = normalize( vLightTS );
-
- vec4 cResultColor = vec4( 0, 0, 0, 1 );
-
- vec2 texSample = IN_texCoord12.xy;
-
- vec4 noise1 = texture( normalHeightMap, IN_texCoord12.zw );
- noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
- //return noise1;
-
- vec4 noise2 = texture( normalHeightMap, IN_texCoord34.xy );
- noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
- //return noise2;
-
- vec3 noiseNormal = normalize( noise1 + noise2 ).xyz;
- //return vec4( noiseNormal, 1.0 );
-
- float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
-
- vec3 vNormalTS = normalize( texture( normalHeightMap, texSample ).xyz * 2.0 - 1.0 );
- vNormalTS += noiseNormal;
- vNormalTS = normalize( vNormalTS );
-
- // Compute resulting color for the pixel:
- cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
-
- float coverage = ( cloudCoverage - 0.5 ) * 2.0;
- cResultColor.a = texture( normalHeightMap, texSample ).a + coverage + noiseHeight;
-
- if ( cloudCoverage > -1.0 )
- cResultColor.a /= 1.0 + coverage;
-
- cResultColor.a = clamp( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ), 0.0, 1.0 );
-
- cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
-
- OUT_col = hdrEncode(cResultColor);
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/cloudLayerV.glsl b/Templates/BaseGame/game/core/shaders/gl/cloudLayerV.glsl
deleted file mode 100644
index 395c6f286..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/cloudLayerV.glsl
+++ /dev/null
@@ -1,106 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec3 vNormal;
-in vec3 vBinormal;
-in vec3 vTangent;
-in vec2 vTexCoord0;
-
-out vec4 texCoord12;
-#define OUT_texCoord12 texCoord12
-out vec4 texCoord34;
-#define OUT_texCoord34 texCoord34
-out vec3 vLightTS; // light vector in tangent space, denormalized
-#define OUT_vLightTS vLightTS
-out vec3 vViewTS; // view vector in tangent space, denormalized
-#define OUT_vViewTS vViewTS
-out float worldDist;
-#define OUT_worldDist worldDist
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform mat4 modelview;
-uniform vec3 eyePosWorld;
-uniform vec3 sunVec;
-uniform vec2 texOffset0;
-uniform vec2 texOffset1;
-uniform vec2 texOffset2;
-uniform vec3 texScale;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec4 IN_pos = vPosition;
- vec3 IN_normal = vNormal;
- vec3 IN_binormal = vBinormal;
- vec3 IN_tangent = vTangent;
- vec2 IN_uv0 = vTexCoord0.st;
-
- gl_Position = modelview * IN_pos;
-
- // Offset the uv so we don't have a seam directly over our head.
- vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
-
- OUT_texCoord12.xy = uv * texScale.x;
- OUT_texCoord12.xy += texOffset0;
-
- OUT_texCoord12.zw = uv * texScale.y;
- OUT_texCoord12.zw += texOffset1;
-
- OUT_texCoord34.xy = uv * texScale.z;
- OUT_texCoord34.xy += texOffset2;
-
- OUT_texCoord34.z = IN_pos.z;
- OUT_texCoord34.w = 0.0;
-
- // Transform the normal, tangent and binormal vectors from object space to
- // homogeneous projection space:
- vec3 vNormalWS = -IN_normal;
- vec3 vTangentWS = -IN_tangent;
- vec3 vBinormalWS = -IN_binormal;
-
- // Compute position in world space:
- vec4 vPositionWS = IN_pos + vec4( eyePosWorld, 1 ); //tMul( IN_pos, objTrans );
-
- // Compute and output the world view vector (unnormalized):
- vec3 vViewWS = eyePosWorld - vPositionWS.xyz;
-
- // Compute denormalized light vector in world space:
- vec3 vLightWS = -sunVec;
-
- // Normalize the light and view vectors and transform it to the IN_tangent space:
- mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS );
-
- // Propagate the view and the light vectors (in tangent space):
- OUT_vLightTS = vLightWS * mWorldToTangent;
- OUT_vViewTS = mWorldToTangent * vViewWS;
-
- OUT_worldDist = clamp( pow( max( IN_pos.z, 0 ), 2 ), 0.0, 1.0 );
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/foliage.glsl b/Templates/BaseGame/game/core/shaders/gl/foliage.glsl
deleted file mode 100644
index 38b66e767..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/foliage.glsl
+++ /dev/null
@@ -1,186 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// CornerId corresponds to this arrangement
-// from the perspective of the camera.
-//
-// 3 ---- 2
-// | |
-// 0 ---- 1
-//
-
-#define MAX_COVERTYPES 8
-
-uniform vec3 gc_camRight;
-uniform vec3 gc_camUp;
-uniform vec4 gc_typeRects[MAX_COVERTYPES];
-uniform vec2 gc_fadeParams;
-uniform vec2 gc_windDir;
-
-// .x = gust length
-// .y = premultiplied simulation time and gust frequency
-// .z = gust strength
-uniform vec3 gc_gustInfo;
-
-// .x = premultiplied simulation time and turbulance frequency
-// .y = turbulance strength
-uniform vec2 gc_turbInfo;
-
-
-const float sCornerRight[4] = float[]( -0.5, 0.5, 0.5, -0.5 );
-
-const float sCornerUp[4] = float[]( 0, 0, 1, 1 );
-
-const float sMovableCorner[4] = float[]( 0, 0, 1, 1 );
-
-const vec2 sUVCornerExtent[4] = vec2[]
-(
- vec2( 0, 1 ),
- vec2( 1, 1 ),
- vec2( 1, 0 ),
- vec2( 0, 0 )
-);
-
-
-///////////////////////////////////////////////////////////////////////////////
-// The following wind effect was derived from the GPU Gems 3 chapter...
-//
-// "Vegetation Procedural Animation and Shading in Crysis"
-// by Tiago Sousa, Crytek
-//
-
-vec2 smoothCurve( vec2 x )
-{
- return x * x * ( 3.0 - 2.0 * x );
-}
-
-vec2 triangleWave( vec2 x )
-{
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-
-vec2 smoothTriangleWave( vec2 x )
-{
- return smoothCurve( triangleWave( x ) );
-}
-
-float windTurbulence( float bbPhase, float frequency, float strength )
-{
- // We create the input value for wave generation from the frequency and phase.
- vec2 waveIn = vec2( bbPhase + frequency );
-
- // We use two square waves to generate the effect which
- // is then scaled by the overall strength.
- vec2 waves = ( fract( waveIn.xy * vec2( 1.975, 0.793 ) ) * 2.0 - 1.0 );
- waves = smoothTriangleWave( waves );
-
- // Sum up the two waves into a single wave.
- return ( waves.x + waves.y ) * strength;
-}
-
-vec2 windEffect( float bbPhase,
- vec2 windDirection,
- float gustLength,
- float gustFrequency,
- float gustStrength,
- float turbFrequency,
- float turbStrength )
-{
- // Calculate the ambient wind turbulence.
- float turbulence = windTurbulence( bbPhase, turbFrequency, turbStrength );
-
- // We simulate the overall gust via a sine wave.
- float gustPhase = clamp( sin( ( bbPhase - gustFrequency ) / gustLength ) , 0.0, 1.0 );
- float gustOffset = ( gustPhase * gustStrength ) + ( ( 0.2 + gustPhase ) * turbulence );
-
- // Return the final directional wind effect.
- return vec2(gustOffset) * windDirection.xy;
-}
-
-void foliageProcessVert( inout vec3 position,
- inout vec4 diffuse,
- inout vec4 texCoord,
- inout vec3 normal,
- inout vec3 T,
- in vec3 eyePos )
-{
- // Assign the normal and tagent values.
- //normal = vec3( 0, 0, 1 );//cross( gc_camUp, gc_camRight );
- T = gc_camRight;
-
- // Pull out local vars we need for work.
- int corner = int( ( diffuse.a * 255.0 ) + 0.5 );
- vec2 size = texCoord.xy;
- int type = int( texCoord.z );
-
- // The billboarding is based on the camera direction.
- vec3 rightVec = gc_camRight * sCornerRight[corner];
- vec3 upVec = gc_camUp * sCornerUp[corner];
-
- // Figure out the corner position.
- vec3 outPos = ( upVec * size.y ) + ( rightVec * size.x );
- float len = length( outPos.xyz );
-
- // We derive the billboard phase used for wind calculations from its position.
- float bbPhase = dot( position.xyz, vec3( 1.0 ) );
-
- // Get the overall wind gust and turbulence effects.
- vec3 wind;
- wind.xy = windEffect( bbPhase,
- gc_windDir,
- gc_gustInfo.x, gc_gustInfo.y, gc_gustInfo.z,
- gc_turbInfo.x, gc_turbInfo.y );
- wind.z = 0.0;
-
- // Add the summed wind effect into the point.
- outPos.xyz += wind.xyz * texCoord.w;
-
- // Do a simple spherical clamp to keep the foliage
- // from stretching too much by wind effect.
- outPos.xyz = normalize( outPos.xyz ) * len;
-
- // Move the point into world space.
- position += outPos;
-
- // Grab the uv set and setup the texture coord.
- vec4 uvSet = gc_typeRects[type];
- texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
- texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
-
- // Animate the normal to get lighting changes
- // across the the wind swept foliage.
- //
- // TODO: Expose the 10x as a factor to control
- // how much the wind effects the lighting on the grass.
- //
- normal.xy += wind.xy * ( 10.0 * texCoord.w );
- normal = normalize( normal );
-
- // Get the alpha fade value.
-
- float fadeStart = gc_fadeParams.x;
- float fadeEnd = gc_fadeParams.y;
- float fadeRange = fadeEnd - fadeStart;
-
- float dist = distance( eyePos, position.xyz ) - fadeStart;
- diffuse.a = 1.0 - clamp( dist / fadeRange, 0.0, 1.0 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorP.glsl b/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorP.glsl
deleted file mode 100644
index b4d591486..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorP.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-uniform sampler2D diffuseMap, alphaMap;
-uniform vec4 groundAlpha;
-
-in vec4 color, groundAlphaCoeff;
-in vec2 outTexCoord, alphaLookup;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec4 alpha = texture(alphaMap, alphaLookup);
- OUT_col = color * texture(diffuseMap, outTexCoord);
- OUT_col.a = OUT_col.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorV.glsl b/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorV.glsl
deleted file mode 100644
index c8dcf1ddb..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorV.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-in vec4 vPosition;
-in vec3 vNormal;
-in vec4 vColor;
-in vec2 vTexCoord0;
-in vec2 vTexCoord1;
-in vec2 vTexCoord2;
-
-uniform mat4 projection, world;
-uniform vec3 CameraPos;
-uniform float GlobalSwayPhase, SwayMagnitudeSide, SwayMagnitudeFront,
- GlobalLightPhase, LuminanceMagnitude, LuminanceMidpoint, DistanceRange;
-
-out vec4 color, groundAlphaCoeff;
-out vec2 outTexCoord, alphaLookup;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- // Init a transform matrix to be used in the following steps
- mat4 trans = mat4(0.0);
- trans[0][0] = 1.0;
- trans[1][1] = 1.0;
- trans[2][2] = 1.0;
- trans[3][3] = 1.0;
- trans[3][0] = vPosition.x;
- trans[3][1] = vPosition.y;
- trans[3][2] = vPosition.z;
-
- // Billboard transform * world matrix
- mat4 o = world;
- o = o * trans;
-
- // Keep only the up axis result and position transform.
- // This gives us "cheating" cylindrical billboarding.
- o[0][0] = 1.0;
- o[0][1] = 0.0;
- o[0][2] = 0.0;
- o[0][3] = 0.0;
- o[1][0] = 0.0;
- o[1][1] = 1.0;
- o[1][2] = 0.0;
- o[1][3] = 0.0;
-
- // Handle sway. Sway is stored in a texture coord. The x coordinate is the sway phase multiplier,
- // the y coordinate determines if this vertex actually sways or not.
- float xSway, ySway;
- float wavePhase = GlobalSwayPhase * vTexCoord1.x;
- ySway = sin(wavePhase);
- xSway = cos(wavePhase);
- xSway = xSway * vTexCoord1.y * SwayMagnitudeSide;
- ySway = ySway * vTexCoord1.y * SwayMagnitudeFront;
- vec4 p;
- p = o * vec4(vNormal.x + xSway, ySway, vNormal.z, 1.0);
-
- // Project the point
- gl_Position = projection * p;
-
- // Lighting
- float Luminance = LuminanceMidpoint + LuminanceMagnitude * cos(GlobalLightPhase + vNormal.y);
-
- // Alpha
- vec3 worldPos = vec3(vPosition.x, vPosition.y, vPosition.z);
- float alpha = abs(distance(worldPos, CameraPos)) / DistanceRange;
- alpha = clamp(alpha, 0.0, 1.0); //pass it through
-
- alphaLookup = vec2(alpha, 0.0);
- bool alphaCoeff = bool(vNormal.z);
- groundAlphaCoeff = vec4(float(alphaCoeff));
- outTexCoord = vTexCoord0.st;
- color = vec4(Luminance, Luminance, Luminance, 1.0);
- gl_Position.y *= -1;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/guiMaterialV.glsl b/Templates/BaseGame/game/core/shaders/gl/guiMaterialV.glsl
deleted file mode 100644
index de3845ee7..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/guiMaterialV.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4x4 modelview;
-
-out vec4 hpos;
-out vec2 uv0;
-
-
-void main()
-{
- hpos = vec4( modelview * vPosition );
- gl_Position = hpos;
-
- uv0 = vTexCoord0.st;
- gl_Position.y *= -1;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl b/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl
deleted file mode 100644
index b9a6e76d7..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl
+++ /dev/null
@@ -1,101 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// These are some simple wrappers for simple
-// HLSL compatibility.
-
-#define float4 vec4
-#define float3 vec3
-#define float2 vec2
-
-#define half float
-#define half2 vec2
-#define half3 vec3
-#define half4 vec4
-
-#define float4x4 mat4
-#define float3x3 mat3
-#define float2x2 mat2
-
-#define texCUBE texture
-#define tex2D texture
-#define tex1D texture
-#define tex2Dproj textureProj
-#define tex2Dlod( sampler, texCoord ) textureLod(sampler, texCoord.xy, texCoord.w)
-
-#define samplerCUBE samplerCube
-
-#define frac fract
-
-#define lerp mix
-
-void tSetMatrixRow(inout float3x3 m, int row, float3 value)
-{
- m[0][row] = value.x;
- m[1][row] = value.y;
- m[2][row] = value.z;
-}
-
-void tSetMatrixRow(inout float4x4 m, int row, float4 value)
-{
- m[0][row] = value.x;
- m[1][row] = value.y;
- m[2][row] = value.z;
- m[3][row] = value.w;
-}
-
-#define tGetMatrix3Row(matrix, row) float3(matrix[0][row], matrix[1][row], matrix[2][row])
-#define tGetMatrix4Row(matrix, row) float4(matrix[0][row], matrix[1][row], matrix[2][row], matrix[3][row])
-
-float3x3 float4x4to3x3(float4x4 m)
-{
- return float3x3( vec3(m[0]).xyz, m[1].xyz, m[2].xyz);
-}
-
-float3x3 float4x4to3x3_(float4x4 m)
-{
- return float3x3( vec3(m[0]), m[1].xyz, m[2].xyz);
-}
-
-mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3,
- float r1c0, float r1c1, float r1c2, float r1c3,
- float r2c0, float r2c1, float r2c2, float r2c3,
- float r3c0, float r3c1, float r3c2, float r3c3 )
-{
- return mat4( r0c0, r1c0, r2c0, r3c0,
- r0c1, r1c1, r2c1, r3c1,
- r0c2, r1c2, r2c2, r3c2,
- r0c3, r1c3, r2c3, r3c3 );
-}
-
-
-#define saturate( val ) clamp( val, 0.0, 1.0 )
-
-#define round( n ) (sign( n ) * floor( abs( n ) + 0.5 ))
-
-#define tMul(a, b) (a*b)
-
-#define correctSSP(vec) vec.y *= -1
-
-#ifdef TORQUE_PIXEL_SHADER
- void clip(float a) { if(a < 0) discard;}
-#endif
diff --git a/Templates/BaseGame/game/core/shaders/gl/imposter.glsl b/Templates/BaseGame/game/core/shaders/gl/imposter.glsl
deleted file mode 100644
index 20bc62688..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/imposter.glsl
+++ /dev/null
@@ -1,161 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.glsl"
-
-
-#define IMPOSTER_MAX_UVS 64
-
-
-void imposter_v(
- // These parameters usually come from the vertex.
- vec3 center,
- int corner,
- float halfSize,
- vec3 imposterUp,
- vec3 imposterRight,
-
- // These are from the imposter shader constant.
- int numEquatorSteps,
- int numPolarSteps,
- float polarAngle,
- bool includePoles,
-
- // Other shader constants.
- vec3 camPos,
- vec4 uvs[IMPOSTER_MAX_UVS],
-
- // The outputs of this function.
- out vec3 outWsPosition,
- out vec2 outTexCoord,
- out mat3 outWorldToTangent
- )
-{
-
- float M_HALFPI_F = 1.57079632679489661923;
- float M_PI_F = 3.14159265358979323846;
- float M_2PI_F = 6.28318530717958647692;
-
-
- float sCornerRight[4];// = float[]( -1.0, 1.0, 1.0, -1.0 );
- sCornerRight[0] = -1.0;
- sCornerRight[1] = 1.0;
- sCornerRight[2] = 1.0;
- sCornerRight[3] = -1.0;
- float sCornerUp[4];// = float[]( -1.0, -1.0, 1.0, 1.0 );
- sCornerUp[0] = -1.0;
- sCornerUp[1] = -1.0;
- sCornerUp[2] = 1.0;
- sCornerUp[3] = 1.0;
- vec2 sUVCornerExtent[4];// = vec2[](vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 ), vec2( 1.0, 0.0 ), vec2( 0.0, 0.0 ));
- sUVCornerExtent[0] = vec2( 0.0, 1.0 );
- sUVCornerExtent[1] = vec2( 1.0, 1.0 );
- sUVCornerExtent[2] = vec2( 1.0, 0.0 );
- sUVCornerExtent[3] = vec2( 0.0, 0.0 );
-
- // TODO: This could all be calculated on the CPU.
- float equatorStepSize = M_2PI_F / float( numEquatorSteps );
- float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001;
- float polarStepSize = M_PI_F / float( numPolarSteps );
- float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001;
-
- // The vector between the camera and the billboard.
- vec3 lookVec = normalize( camPos - center );
-
- // Generate the camera up and right vectors from
- // the object transform and camera forward.
- vec3 camUp = imposterUp;
- vec3 camRight = cross( -lookVec, camUp );
-
- // The billboarding is based on the camera directions.
- vec3 rightVec = camRight * sCornerRight[corner];
- vec3 upVec = camUp * sCornerUp[corner];
-
- float lookPitch = acos( dot( imposterUp, lookVec ) );
-
- // First check to see if we need to render the top billboard.
- int index;
- /*
- if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) )
- {
- index = numEquatorSteps * 3;
-
- // When we render the top/bottom billboard we always use
- // a fixed vector that matches the rotation of the object.
- rightVec = vec3( 1, 0, 0 ) * sCornerRight[corner];
- upVec = vec3( 0, 1, 0 ) * sCornerUp[corner];
-
- if ( lookPitch > sPi - polarAngle )
- {
- upVec = -upVec;
- index++;
- }
- }
- else
- */
- {
- // Calculate the rotation around the z axis then add the
- // equator half step. This gets the images to switch a
- // half step before the captured angle is met.
- float lookAzimuth = atan( lookVec.y, lookVec.x );
- float azimuth = atan( imposterRight.y, imposterRight.x );
- float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep;
-
- // The y rotation is calculated from the look vector and
- // the object up vector.
- float rotY = lookPitch - polarHalfStep;
-
- // TODO: How can we do this without conditionals?
- // Normalize the result to 0 to 2PI.
- if ( rotZ < 0.0 )
- rotZ += M_2PI_F;
- if ( rotZ > M_2PI_F )
- rotZ -= M_2PI_F;
- if ( rotY < 0.0 )
- rotY += M_2PI_F;
- if ( rotY > M_PI_F ) // Not M_2PI_F?
- rotY -= M_2PI_F;
-
- float polarIdx = round( abs( rotY ) / polarStepSize );
-
- // Get the index to the start of the right polar
- // images for this viewing angle.
- int numPolarOffset = int( float( numEquatorSteps ) * polarIdx );
-
- // Calculate the final image index for lookup
- // of the texture coords.
- index = int( rotZ / equatorStepSize ) + numPolarOffset;
- }
-
- // Generate the final world space position.
- outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize );
-
- // Grab the uv set and setup the texture coord.
- vec4 uvSet = uvs[index];
- outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
- outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
-
- // Needed for normal mapping and lighting.
- outWorldToTangent[0] = vec3( 1, 0, 0 );
- outWorldToTangent[1] = vec3( 0, 1, 0 );
- outWorldToTangent[2] = vec3( 0, 0, -1 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/shaders/gl/lighting.glsl
deleted file mode 100644
index 804ab1e3b..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/lighting.glsl
+++ /dev/null
@@ -1,249 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./torque.glsl"
-
-#ifndef TORQUE_SHADERGEN
-
-// These are the uniforms used by most lighting shaders.
-
-uniform vec4 inLightPos[3];
-uniform vec4 inLightInvRadiusSq;
-uniform vec4 inLightColor[4];
-
-#ifndef TORQUE_BL_NOSPOTLIGHT
- uniform vec4 inLightSpotDir[3];
- uniform vec4 inLightSpotAngle;
- uniform vec4 inLightSpotFalloff;
-#endif
-
-uniform vec4 ambient;
-#define ambientCameraFactor 0.3
-uniform float specularPower;
-uniform vec4 specularColor;
-
-#endif // !TORQUE_SHADERGEN
-
-
-void compute4Lights( vec3 wsView,
- vec3 wsPosition,
- vec3 wsNormal,
- vec4 shadowMask,
-
- #ifdef TORQUE_SHADERGEN
-
- vec4 inLightPos[3],
- vec4 inLightInvRadiusSq,
- vec4 inLightColor[4],
- vec4 inLightSpotDir[3],
- vec4 inLightSpotAngle,
- vec4 inLightSpotFalloff,
- float specularPower,
- vec4 specularColor,
-
- #endif // TORQUE_SHADERGEN
-
- out vec4 outDiffuse,
- out vec4 outSpecular )
-{
- // NOTE: The light positions and spotlight directions
- // are stored in SoA order, so inLightPos[0] is the
- // x coord for all 4 lights... inLightPos[1] is y... etc.
- //
- // This is the key to fully utilizing the vector units and
- // saving a huge amount of instructions.
- //
- // For example this change saved more than 10 instructions
- // over a simple for loop for each light.
-
- int i;
-
- vec4 lightVectors[3];
- for ( i = 0; i < 3; i++ )
- lightVectors[i] = wsPosition[i] - inLightPos[i];
-
- vec4 squareDists = vec4(0);
- for ( i = 0; i < 3; i++ )
- squareDists += lightVectors[i] * lightVectors[i];
-
- // Accumulate the dot product between the light
- // vector and the normal.
- //
- // The normal is negated because it faces away from
- // the surface and the light faces towards the
- // surface... this keeps us from needing to flip
- // the light vector direction which complicates
- // the spot light calculations.
- //
- // We normalize the result a little later.
- //
- vec4 nDotL = vec4(0);
- for ( i = 0; i < 3; i++ )
- nDotL += lightVectors[i] * -wsNormal[i];
-
- vec4 rDotL = vec4(0);
- #ifndef TORQUE_BL_NOSPECULAR
-
- // We're using the Phong specular reflection model
- // here where traditionally Torque has used Blinn-Phong
- // which has proven to be more accurate to real materials.
- //
- // We do so because its cheaper as do not need to
- // calculate the half angle for all 4 lights.
- //
- // Advanced Lighting still uses Blinn-Phong, but the
- // specular reconstruction it does looks fairly similar
- // to this.
- //
- vec3 R = reflect( wsView, -wsNormal );
-
- for ( i = 0; i < 3; i++ )
- rDotL += lightVectors[i] * R[i];
-
- #endif
-
- // Normalize the dots.
- //
- // Notice we're using the half type here to get a
- // much faster sqrt via the rsq_pp instruction at
- // the loss of some precision.
- //
- // Unless we have some extremely large point lights
- // i don't believe the precision loss will matter.
- //
- half4 correction = half4(inversesqrt( squareDists ));
- nDotL = saturate( nDotL * correction );
- rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
-
- // First calculate a simple point light linear
- // attenuation factor.
- //
- // If this is a directional light the inverse
- // radius should be greater than the distance
- // causing the attenuation to have no affect.
- //
- vec4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
-
- #ifndef TORQUE_BL_NOSPOTLIGHT
-
- // The spotlight attenuation factor. This is really
- // fast for what it does... 6 instructions for 4 spots.
-
- vec4 spotAtten = vec4(0);
- for ( i = 0; i < 3; i++ )
- spotAtten += lightVectors[i] * inLightSpotDir[i];
-
- vec4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
- atten *= saturate( cosAngle * inLightSpotFalloff );
-
- #endif
-
- // Finally apply the shadow masking on the attenuation.
- atten *= shadowMask;
-
- // Get the final light intensity.
- vec4 intensity = nDotL * atten;
-
- // Combine the light colors for output.
- outDiffuse = vec4(0);
- for ( i = 0; i < 4; i++ )
- outDiffuse += intensity[i] * inLightColor[i];
-
- // Output the specular power.
- vec4 specularIntensity = pow( rDotL, vec4(specularPower) ) * atten;
-
- // Apply the per-light specular attenuation.
- vec4 specular = vec4(0,0,0,1);
- for ( i = 0; i < 4; i++ )
- specular += vec4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
-
- // Add the final specular intensity values together
- // using a single dot product operation then get the
- // final specular lighting color.
- outSpecular = specularColor * specular;
-}
-
-
-// This value is used in AL as a constant power to raise specular values
-// to, before storing them into the light info buffer. The per-material
-// specular value is then computer by using the integer identity of
-// exponentiation:
-//
-// (a^m)^n = a^(m*n)
-//
-// or
-//
-// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular)
-//
-#define AL_ConstantSpecularPower 12.0f
-
-/// The specular calculation used in Advanced Lighting.
-///
-/// @param toLight Normalized vector representing direction from the pixel
-/// being lit, to the light source, in world space.
-///
-/// @param normal Normalized surface normal.
-///
-/// @param toEye The normalized vector representing direction from the pixel
-/// being lit to the camera.
-///
-float AL_CalcSpecular( vec3 toLight, vec3 normal, vec3 toEye )
-{
- // (R.V)^c
- float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
-
- // Return the specular factor.
- return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
-}
-
-/// The output for Deferred Lighting
-///
-/// @param toLight Normalized vector representing direction from the pixel
-/// being lit, to the light source, in world space.
-///
-/// @param normal Normalized surface normal.
-///
-/// @param toEye The normalized vector representing direction from the pixel
-/// being lit to the camera.
-///
-vec4 AL_DeferredOutput(
- vec3 lightColor,
- vec3 diffuseColor,
- vec4 matInfo,
- vec4 ambient,
- float specular,
- float shadowAttenuation)
-{
- vec3 specularColor = vec3(specular);
- bool metalness = getFlag(matInfo.r, 3);
- if ( metalness )
- {
- specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
- }
-
- //specular = color * map * spec^gloss
- float specularOut = (specularColor * matInfo.b * min(pow(max(specular,1.0f), max((matInfo.a / AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
-
- lightColor *= vec3(shadowAttenuation);
- lightColor += ambient.rgb;
- return vec4(lightColor.rgb, specularOut);
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/particleCompositeP.glsl b/Templates/BaseGame/game/core/shaders/gl/particleCompositeP.glsl
deleted file mode 100644
index e33c9bd97..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/particleCompositeP.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.glsl"
-#include "hlslCompat.glsl"
-
-in vec4 offscreenPos;
-in vec4 backbufferPos;
-
-#define IN_offscreenPos offscreenPos
-#define IN_backbufferPos backbufferPos
-
-uniform sampler2D colorSource;
-uniform vec4 offscreenTargetParams;
-
-#ifdef TORQUE_LINEAR_DEPTH
-#define REJECT_EDGES
-uniform sampler2D edgeSource;
-uniform vec4 edgeTargetParams;
-#endif
-
-out vec4 OUT_col;
-
-void main()
-{
- // Off-screen particle source screenspace position in XY
- // Back-buffer screenspace position in ZW
- vec4 ssPos = vec4(offscreenPos.xy / offscreenPos.w, backbufferPos.xy / backbufferPos.w);
-
- vec4 uvScene = ( ssPos + 1.0 ) / 2.0;
- uvScene.yw = 1.0 - uvScene.yw;
- uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams);
-
-#ifdef REJECT_EDGES
- // Cut out particles along the edges, this will create the stencil mask
- uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams);
- float edge = texture( edgeSource, uvScene.zw ).r;
- clip( -edge );
-#endif
-
- // Sample offscreen target and return
- OUT_col = texture( colorSource, uvScene.xy );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/gl/particleCompositeV.glsl b/Templates/BaseGame/game/core/shaders/gl/particleCompositeV.glsl
deleted file mode 100644
index 8c8f840d1..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/particleCompositeV.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-in vec2 vTexCoord0;
-#define uvCoord vTexCoord0
-
-out vec4 offscreenPos;
-out vec4 backbufferPos;
-
-#define OUT_hpos gl_Position
-#define OUT_offscreenPos offscreenPos
-#define OUT_backbufferPos backbufferPos
-
-uniform vec4 screenRect; // point, extent
-
-void main()
-{
- OUT_hpos = vec4(uvCoord.xy, 1.0, 1.0);
- OUT_hpos.xy *= screenRect.zw;
- OUT_hpos.xy += screenRect.xy;
-
- OUT_backbufferPos = OUT_hpos;
- OUT_offscreenPos = OUT_hpos;
-
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl b/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl
deleted file mode 100644
index cf35e5f1b..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl
+++ /dev/null
@@ -1,113 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.glsl"
-#include "hlslCompat.glsl"
-
-// With advanced lighting we get soft particles.
-#ifdef TORQUE_LINEAR_DEPTH
- #define SOFTPARTICLES
-#endif
-
-#ifdef SOFTPARTICLES
-
- #include "shadergen:/autogenConditioners.h"
-
- uniform float oneOverSoftness;
- uniform float oneOverFar;
- uniform sampler2D deferredTex;
- //uniform vec3 vEye;
- uniform vec4 deferredTargetParams;
-#endif
-
-#define CLIP_Z // TODO: Make this a proper macro
-
-in vec4 color;
-in vec2 uv0;
-in vec4 pos;
-
-#define IN_color color
-#define IN_uv0 uv0
-#define IN_pos pos
-
-uniform sampler2D diffuseMap;
-
-uniform sampler2D paraboloidLightMap;
-
-vec4 lmSample( vec3 nrm )
-{
- bool calcBack = (nrm.z < 0.0);
- if ( calcBack )
- nrm.z = nrm.z * -1.0;
-
- vec2 lmCoord;
- lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5;
- lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5);
-
-
- // If this is the back, offset in the atlas
- if ( calcBack )
- lmCoord.x += 1.0;
-
- // Atlasing front and back maps, so scale
- lmCoord.x *= 0.5;
-
- return texture(paraboloidLightMap, lmCoord);
-}
-
-
-uniform float alphaFactor;
-uniform float alphaScale;
-
-out vec4 OUT_col;
-
-void main()
-{
- float softBlend = 1;
-
- #ifdef SOFTPARTICLES
- vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w;
- tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams);
-
- float sceneDepth = deferredUncondition( deferredTex, tc ).w;
- float depth = IN_pos.w * oneOverFar;
- float diff = sceneDepth - depth;
- #ifdef CLIP_Z
- // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer
- // When drawing high-res, though, we want to be able to take advantage of hi-z
- // so this is #ifdef'd out
- //clip(diff);
- #endif
- softBlend = saturate( diff * oneOverSoftness );
- #endif
-
- vec4 diffuse = texture( diffuseMap, IN_uv0 );
-
- //OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
-
- // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
- vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
-
- OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
- IN_color.a * diffuse.a * softBlend * alphaScale ) );
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/gl/particlesV.glsl b/Templates/BaseGame/game/core/shaders/gl/particlesV.glsl
deleted file mode 100644
index 3d75a6fb6..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/particlesV.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec4 vColor;
-in vec2 vTexCoord0;
-
-#define In_pos vPosition
-#define In_color vColor
-#define In_uv0 vTexCoord0
-
-out vec4 color;
-out vec2 uv0;
-out vec4 pos;
-
-#define OUT_hpos gl_Position
-#define OUT_color color
-#define OUT_uv0 uv0
-#define OUT_pos pos
-
-uniform mat4 modelViewProj;
-uniform mat4 fsModelViewProj;
-
-void main()
-{
- OUT_hpos = tMul( modelViewProj, In_pos );
- OUT_pos = tMul( fsModelViewProj, In_pos );
- OUT_color = In_color;
- OUT_uv0 = In_uv0;
-
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpP.glsl b/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpP.glsl
deleted file mode 100644
index db4250487..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpP.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-uniform sampler2D diffuseMap, refractMap, bumpMap;
-uniform vec4 shadeColor;
-
-in vec2 TEX0;
-in vec4 TEX1;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Fade edges of axis for texcoord passed in
-//-----------------------------------------------------------------------------
-float fadeAxis( float val )
-{
- // Fades from 1.0 to 0.0 when less than 0.1
- float fadeLow = clamp( val * 10.0, 0.0, 1.0 );
-
- // Fades from 1.0 to 0.0 when greater than 0.9
- float fadeHigh = 1.0 - clamp( (val - 0.9) * 10.0, 0.0, 1.0 );
-
- return fadeLow * fadeHigh;
-}
-
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec3 bumpNorm = texture( bumpMap, TEX0 ).rgb * 2.0 - 1.0;
- vec2 offset = vec2( bumpNorm.x, bumpNorm.y );
- vec4 texIndex = TEX1;
-
- // The fadeVal is used to "fade" the distortion at the edges of the screen.
- // This is done so it won't sample the reflection texture out-of-bounds and create artifacts
- // Note - this can be done more efficiently with a texture lookup
- float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w );
-
- const float distortion = 0.2;
- texIndex.xy += offset * distortion * fadeVal;
-
- vec4 diffuseColor = texture( diffuseMap, TEX0 );
- vec4 reflectColor = textureProj( refractMap, texIndex );
-
- OUT_col = diffuseColor + reflectColor * diffuseColor.a;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpV.glsl b/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpV.glsl
deleted file mode 100644
index 90bcd27d8..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/planarReflectBumpV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-
-out vec2 TEX0;
-out vec4 TEX1;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- mat4 texGenTest = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, -0.5, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.5, 0.5, 0.0, 1.0);
-
- gl_Position = modelview * vPosition;
-
- TEX0 = vTexCoord0.st;
-
- TEX1 = texGenTest * gl_Position;
- TEX1.y = -TEX1.y;
- gl_Position.y *= -1;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/planarReflectP.glsl b/Templates/BaseGame/game/core/shaders/gl/planarReflectP.glsl
deleted file mode 100644
index 384c16188..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/planarReflectP.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-uniform sampler2D diffuseMap, refractMap;
-uniform vec4 shadeColor;
-
-in vec2 TEX0;
-in vec4 TEX1;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec4 diffuseColor = texture( diffuseMap, TEX0 );
- vec4 reflectColor = textureProj( refractMap, TEX1 );
-
- OUT_col = diffuseColor + reflectColor * diffuseColor.a;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/planarReflectV.glsl b/Templates/BaseGame/game/core/shaders/gl/planarReflectV.glsl
deleted file mode 100644
index ba2484f66..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/planarReflectV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-
-out vec2 TEX0;
-out vec4 TEX1;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- mat4 texGenTest = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, -0.5, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.5, 0.5, 0.0, 1.0);
-
- gl_Position = modelview * vPosition;
-
- TEX0 = vTexCoord0;
-
- TEX1 = texGenTest * gl_Position;
- TEX1.y = -TEX1.y;
-
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/precipP.glsl b/Templates/BaseGame/game/core/shaders/gl/precipP.glsl
deleted file mode 100644
index 102d0b0aa..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/precipP.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-uniform sampler2D diffuseMap;
-
-in vec4 color;
-in vec2 texCoord;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- OUT_col = texture(diffuseMap, texCoord) * color;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/precipV.glsl b/Templates/BaseGame/game/core/shaders/gl/precipV.glsl
deleted file mode 100644
index 29f921630..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/precipV.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-uniform vec3 cameraPos, ambient;
-uniform vec2 fadeStartEnd;
-
-out vec4 color;
-out vec2 texCoord;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- gl_Position = modelview * vPosition;
- texCoord = vTexCoord0.st;
- color = vec4( ambient.r, ambient.g, ambient.b, 1.0 );
-
- // Do we need to do a distance fade?
- if ( fadeStartEnd.x < fadeStartEnd.y )
- {
-
- float distance = length( cameraPos - vPosition.xyz );
- color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0.0, 1.0 ) - 1.0 );
- }
- gl_Position.y *= -1;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/gl/projectedShadowP.glsl b/Templates/BaseGame/game/core/shaders/gl/projectedShadowP.glsl
deleted file mode 100644
index 9b0ff0d0b..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/projectedShadowP.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-in vec2 texCoord;
-in vec4 color;
-in float fade;
-
-out vec4 OUT_col;
-
-uniform sampler2D inputTex;
-uniform vec4 ambient;
-
-
-void main()
-{
- float shadow = texture( inputTex, texCoord ).a * color.a;
- OUT_col = ( ambient * shadow ) + ( 1 - shadow );
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/projectedShadowV.glsl b/Templates/BaseGame/game/core/shaders/gl/projectedShadowV.glsl
deleted file mode 100644
index c8b6d2a92..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/projectedShadowV.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec4 vColor;
-in vec2 vTexCoord0;
-in vec2 vTexCoord1;
-
-out vec2 texCoord;
-out vec4 color;
-out float fade;
-
-uniform mat4 modelview;
-uniform float shadowLength;
-uniform vec3 shadowCasterPosition;
-
-void main()
-{
- gl_Position = modelview * vec4(vPosition.xyz, 1.0);
-
- color = vColor;
- texCoord = vTexCoord0.st;
-
- float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength;
- fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 );
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/scatterSkyP.glsl b/Templates/BaseGame/game/core/shaders/gl/scatterSkyP.glsl
deleted file mode 100644
index 6d4e3ea75..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/scatterSkyP.glsl
+++ /dev/null
@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.glsl"
-#include "hlslCompat.glsl"
-
-
-// Conn
-in vec4 rayleighColor;
-#define IN_rayleighColor rayleighColor
-in vec4 mieColor;
-#define IN_mieColor mieColor
-in vec3 v3Direction;
-#define IN_v3Direction v3Direction
-in vec3 pos;
-#define IN_pos pos
-
-uniform samplerCube nightSky ;
-uniform vec4 nightColor;
-uniform vec2 nightInterpAndExposure;
-uniform float useCubemap;
-uniform vec3 lightDir;
-uniform vec3 sunDir;
-
-out vec4 OUT_col;
-
-void main()
-{
-
- float fCos = dot( lightDir, IN_v3Direction ) / length(IN_v3Direction);
- float fCos2 = fCos*fCos;
-
- float g = -0.991;
- float g2 = -0.991 * -0.991;
-
- float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5);
-
- vec4 color = IN_rayleighColor + fMiePhase * IN_mieColor;
- color.a = color.b;
-
- vec4 nightSkyColor = texture(nightSky, -v3Direction);
- nightSkyColor = mix(nightColor, nightSkyColor, useCubemap);
-
- float fac = dot( normalize( pos ), sunDir );
- fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
- OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
-
- OUT_col.a = 1;
-
- OUT_col = clamp(OUT_col, 0.0, 1.0);
-
- OUT_col = hdrEncode( OUT_col );
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/scatterSkyV.glsl b/Templates/BaseGame/game/core/shaders/gl/scatterSkyV.glsl
deleted file mode 100644
index 5780d2df9..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/scatterSkyV.glsl
+++ /dev/null
@@ -1,154 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslCompat.glsl"
-
-// The scale equation calculated by Vernier's Graphical Analysis
-float vernierScale(float fCos)
-{
- float x = 1.0 - fCos;
- float x5 = x * 5.25;
- float x5p6 = (-6.80 + x5);
- float xnew = (3.83 + x * x5p6);
- float xfinal = (0.459 + x * xnew);
- float xfinal2 = -0.00287 + x * xfinal;
- float outx = exp( xfinal2 );
- return 0.25 * outx;
-}
-
-in vec4 vPosition;
-
-// This is the shader input vertex structure.
-#define IN_position vPosition
-
-// This is the shader output data.
-out vec4 rayleighColor;
-#define OUT_rayleighColor rayleighColor
-out vec4 mieColor;
-#define OUT_mieColor mieColor
-out vec3 v3Direction;
-#define OUT_v3Direction v3Direction
-out vec3 pos;
-#define OUT_pos pos
-
-uniform mat4 modelView;
-uniform vec4 misc;
-uniform vec4 sphereRadii;
-uniform vec4 scatteringCoeffs;
-uniform vec3 camPos;
-uniform vec3 lightDir;
-uniform vec4 invWaveLength;
-uniform vec4 colorize;
-
-vec3 desaturate(const vec3 color, const float desaturation)
-{
- const vec3 gray_conv = vec3 (0.30, 0.59, 0.11);
- return mix(color, vec3(dot(gray_conv , color)), desaturation);
-}
-
-void main()
-{
- // Pull some variables out:
- float camHeight = misc.x;
- float camHeightSqr = misc.y;
-
- float scale = misc.z;
- float scaleOverScaleDepth = misc.w;
-
- float outerRadius = sphereRadii.x;
- float outerRadiusSqr = sphereRadii.y;
-
- float innerRadius = sphereRadii.z;
- float innerRadiusSqr = sphereRadii.w;
-
- float rayleighBrightness = scatteringCoeffs.x; // Kr * ESun
- float rayleigh4PI = scatteringCoeffs.y; // Kr * 4 * PI
-
- float mieBrightness = scatteringCoeffs.z; // Km * ESun
- float mie4PI = scatteringCoeffs.w; // Km * 4 * PI
-
- // Get the ray from the camera to the vertex,
- // and its length (which is the far point of the ray
- // passing through the atmosphere).
- vec3 v3Pos = vec3(IN_position / 6378000.0);// / outerRadius;
- vec3 newCamPos = vec3( 0, 0, camHeight );
- v3Pos.z += innerRadius;
- vec3 v3Ray = v3Pos.xyz - newCamPos;
- float fFar = length(v3Ray);
- v3Ray /= fFar;
-
- // Calculate the ray's starting position,
- // then calculate its scattering offset.
- vec3 v3Start = newCamPos;
- float fHeight = length(v3Start);
- float fDepth = exp(scaleOverScaleDepth * (innerRadius - camHeight));
- float fStartAngle = dot(v3Ray, v3Start) / fHeight;
-
- float fStartOffset = fDepth * vernierScale( fStartAngle );
-
- // Initialize the scattering loop variables.
- float fSampleLength = fFar / 2.0;
- float fScaledLength = fSampleLength * scale;
- vec3 v3SampleRay = v3Ray * fSampleLength;
- vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
-
- // Now loop through the sample rays
- vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
- for(int i=0; i<2; i++)
- {
- float fHeight = length(v3SamplePoint);
- float fDepth = exp(scaleOverScaleDepth * (innerRadius - fHeight));
- float fLightAngle = dot(lightDir, v3SamplePoint) / fHeight;
- float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
-
- float vscale3 = vernierScale( fCameraAngle );
- float vscale2 = vernierScale( fLightAngle );
-
- float fScatter = (fStartOffset + fDepth*(vscale2 - vscale3));
- vec3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI));
- v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
- v3SamplePoint += v3SampleRay;
- }
-
- // Finally, scale the Mie and Rayleigh colors
- // and set up the varying variables for the pixel shader.
- gl_Position = modelView * IN_position;
- OUT_mieColor.rgb = v3FrontColor * mieBrightness;
- OUT_mieColor.a = 1.0;
- OUT_rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness);
- OUT_rayleighColor.a = 1.0;
- OUT_v3Direction = newCamPos - v3Pos.xyz;
- OUT_pos = IN_position.xyz;
-
-#ifdef USE_COLORIZE
-
- OUT_rayleighColor.rgb = desaturate(OUT_rayleighColor.rgb, 1) * colorize.a;
-
- OUT_rayleighColor.r *= colorize.r;
- OUT_rayleighColor.g *= colorize.g;
- OUT_rayleighColor.b *= colorize.b;
-
-#endif
-
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/gl/torque.glsl b/Templates/BaseGame/game/core/shaders/gl/torque.glsl
deleted file mode 100644
index 6e369bd5e..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/torque.glsl
+++ /dev/null
@@ -1,339 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _TORQUE_GLSL_
-#define _TORQUE_GLSL_
-
-
-float M_HALFPI_F = 1.57079632679489661923;
-float M_PI_F = 3.14159265358979323846;
-float M_2PI_F = 6.28318530717958647692;
-
-/// Calculate fog based on a start and end positions in worldSpace.
-float computeSceneFog( vec3 startPos,
- vec3 endPos,
- float fogDensity,
- float fogDensityOffset,
- float fogHeightFalloff )
-{
- float f = length( startPos - endPos ) - fogDensityOffset;
- float h = 1.0 - ( endPos.z * fogHeightFalloff );
- return exp( -fogDensity * f * h );
-}
-
-
-/// Calculate fog based on a start and end position and a height.
-/// Positions do not need to be in worldSpace but height does.
-float computeSceneFog( vec3 startPos,
- vec3 endPos,
- float height,
- float fogDensity,
- float fogDensityOffset,
- float fogHeightFalloff )
-{
- float f = length( startPos - endPos ) - fogDensityOffset;
- float h = 1.0 - ( height * fogHeightFalloff );
- return exp( -fogDensity * f * h );
-}
-
-
-/// Calculate fog based on a distance, height is not used.
-float computeSceneFog( float dist, float fogDensity, float fogDensityOffset )
-{
- float f = dist - fogDensityOffset;
- return exp( -fogDensity * f );
-}
-
-
-/// Convert a vec4 uv in viewport space to render target space.
-vec2 viewportCoordToRenderTarget( vec4 inCoord, vec4 rtParams )
-{
- vec2 outCoord = inCoord.xy / inCoord.w;
- outCoord = ( outCoord * rtParams.zw ) + rtParams.xy;
- return outCoord;
-}
-
-
-/// Convert a vec2 uv in viewport space to render target space.
-vec2 viewportCoordToRenderTarget( vec2 inCoord, vec4 rtParams )
-{
- vec2 outCoord = ( inCoord * rtParams.zw ) + rtParams.xy;
- return outCoord;
-}
-
-
-/// Convert a vec4 quaternion into a 3x3 matrix.
-mat3x3 quatToMat( vec4 quat )
-{
- float xs = quat.x * 2.0;
- float ys = quat.y * 2.0;
- float zs = quat.z * 2.0;
-
- float wx = quat.w * xs;
- float wy = quat.w * ys;
- float wz = quat.w * zs;
-
- float xx = quat.x * xs;
- float xy = quat.x * ys;
- float xz = quat.x * zs;
-
- float yy = quat.y * ys;
- float yz = quat.y * zs;
- float zz = quat.z * zs;
-
- mat3x3 mat;
-
- mat[0][0] = 1.0 - (yy + zz);
- mat[1][0] = xy - wz;
- mat[2][0] = xz + wy;
-
- mat[0][1] = xy + wz;
- mat[1][1] = 1.0 - (xx + zz);
- mat[2][1] = yz - wx;
-
- mat[0][2] = xz - wy;
- mat[1][2] = yz + wx;
- mat[2][2] = 1.0 - (xx + yy);
-
- return mat;
-}
-
-
-/// The number of additional substeps we take when refining
-/// the results of the offset parallax mapping function below.
-///
-/// You should turn down the number of steps if your needing
-/// more performance out of your parallax surfaces. Increasing
-/// the number doesn't yeild much better results and is rarely
-/// worth the additional cost.
-///
-#define PARALLAX_REFINE_STEPS 3
-
-/// Performs fast parallax offset mapping using
-/// multiple refinement steps.
-///
-/// @param texMap The texture map whos alpha channel we sample the parallax depth.
-/// @param texCoord The incoming texture coordinate for sampling the parallax depth.
-/// @param negViewTS The negative view vector in tangent space.
-/// @param depthScale The parallax factor used to scale the depth result.
-///
-vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
-{
- float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
- vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
-
- for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
- {
- depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
- offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
- }
-
- return offset;
-}
-
-/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
-vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
-{
- float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
- vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
-
- for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
- {
- depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
- offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
- }
-
- return offset;
-}
-
-
-/// The maximum value for 16bit per component integer HDR encoding.
-const float HDR_RGB16_MAX = 100.0;
-/// The maximum value for 10bit per component integer HDR encoding.
-const float HDR_RGB10_MAX = 4.0;
-
-/// Encodes an HDR color for storage into a target.
-vec3 hdrEncode( vec3 _sample )
-{
- #if defined( TORQUE_HDR_RGB16 )
-
- return _sample / HDR_RGB16_MAX;
-
- #elif defined( TORQUE_HDR_RGB10 )
-
- return _sample / HDR_RGB10_MAX;
-
- #else
-
- // No encoding.
- return _sample;
-
- #endif
-}
-
-/// Encodes an HDR color for storage into a target.
-vec4 hdrEncode( vec4 _sample )
-{
- return vec4( hdrEncode( _sample.rgb ), _sample.a );
-}
-
-/// Decodes an HDR color from a target.
-vec3 hdrDecode( vec3 _sample )
-{
- #if defined( TORQUE_HDR_RGB16 )
-
- return _sample * HDR_RGB16_MAX;
-
- #elif defined( TORQUE_HDR_RGB10 )
-
- return _sample * HDR_RGB10_MAX;
-
- #else
-
- // No encoding.
- return _sample;
-
- #endif
-}
-
-/// Decodes an HDR color from a target.
-vec4 hdrDecode( vec4 _sample )
-{
- return vec4( hdrDecode( _sample.rgb ), _sample.a );
-}
-
-/// Returns the luminance for an HDR pixel.
-float hdrLuminance( vec3 _sample )
-{
- // There are quite a few different ways to
- // calculate luminance from an rgb value.
- //
- // If you want to use a different technique
- // then plug it in here.
- //
-
- ////////////////////////////////////////////////////////////////////////////
- //
- // Max component luminance.
- //
- //float lum = max( _sample.r, max( _sample.g, _sample.b ) );
-
- ////////////////////////////////////////////////////////////////////////////
- // The perceptual relative luminance.
- //
- // See http://en.wikipedia.org/wiki/Luminance_(relative)
- //
- const vec3 RELATIVE_LUMINANCE = vec3( 0.2126, 0.7152, 0.0722 );
- float lum = dot( _sample, RELATIVE_LUMINANCE );
-
- ////////////////////////////////////////////////////////////////////////////
- //
- // The average component luminance.
- //
- //const vec3 AVERAGE_LUMINANCE = vec3( 0.3333, 0.3333, 0.3333 );
- //float lum = dot( _sample, AVERAGE_LUMINANCE );
-
- return lum;
-}
-
-#ifdef TORQUE_PIXEL_SHADER
-/// Called from the visibility feature to do screen
-/// door transparency for fading of objects.
-void fizzle(vec2 vpos, float visibility)
-{
- // NOTE: The magic values below are what give us
- // the nice even pattern during the fizzle.
- //
- // These values can be changed to get different
- // patterns... some better than others.
- //
- // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 }
- // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 }
- //
- // I'm sure there are many more patterns here to
- // discover for different effects.
-
- mat2x2 m = mat2x2( vpos.x, vpos.y, 0.916, 0.350 );
- if( (visibility - fract( determinant( m ) )) < 0 ) //if(a < 0) discard;
- discard;
-}
-#endif //TORQUE_PIXEL_SHADER
-
-/// Basic assert macro. If the condition fails, then the shader will output color.
-/// @param condition This should be a bvec[2-4]. If any items is false, condition is considered to fail.
-/// @param color The color that should be outputted if the condition fails.
-/// @note This macro will only work in the void main() method of a pixel shader.
-#define assert(condition, color) { if(!any(condition)) { OUT_col = color; return; } }
-
-// Deferred Shading: Material Info Flag Check
-bool getFlag(float flags, float num)
-{
- float process = round(flags * 255);
- float squareNum = pow(2.0, num);
- return (mod(process, pow(2.0, squareNum)) >= squareNum);
-}
-
-// #define TORQUE_STOCK_GAMMA
-#ifdef TORQUE_STOCK_GAMMA
-// Sample in linear space. Decodes gamma.
-vec4 toLinear(vec4 tex)
-{
- return tex;
-}
-// Encodes gamma.
-vec4 toGamma(vec4 tex)
-{
- return tex;
-}
-vec3 toLinear(vec3 tex)
-{
- return tex;
-}
-// Encodes gamma.
-vec3 toGamma(vec3 tex)
-{
- return tex;
-}
-#else
-// Sample in linear space. Decodes gamma.
-vec4 toLinear(vec4 tex)
-{
- return vec4(pow(abs(tex.rgb), vec3(2.2)), tex.a);
-}
-// Encodes gamma.
-vec4 toGamma(vec4 tex)
-{
- return vec4(pow(abs(tex.rgb), vec3(1.0/2.2)), tex.a);
-}
-// Sample in linear space. Decodes gamma.
-vec3 toLinear(vec3 tex)
-{
- return pow(abs(tex), vec3(2.2));
-}
-// Encodes gamma.
-vec3 toGamma(vec3 tex)
-{
- return pow(abs(tex), vec3(1.0/2.2));
-}
-#endif //
-
-#endif // _TORQUE_GLSL_
diff --git a/Templates/BaseGame/game/core/shaders/gl/wavesP.glsl b/Templates/BaseGame/game/core/shaders/gl/wavesP.glsl
deleted file mode 100644
index 06c8a1a28..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/wavesP.glsl
+++ /dev/null
@@ -1,57 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-uniform sampler2D diffMap;
-uniform sampler2D bumpMap;
-uniform samplerCube cubeMap;
-uniform vec4 specularColor;
-uniform float specularPower;
-uniform vec4 ambient;
-uniform float accumTime;
-
-in vec2 TEX0;
-in vec4 outLightVec;
-in vec3 outPos;
-in vec3 outEyePos;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec2 texOffset;
- float sinOffset1 = sin( accumTime * 1.5 + TEX0.y * 6.28319 * 3.0 ) * 0.03;
- float sinOffset2 = sin( accumTime * 3.0 + TEX0.y * 6.28319 ) * 0.04;
-
- texOffset.x = TEX0.x + sinOffset1 + sinOffset2;
- texOffset.y = TEX0.y + cos( accumTime * 3.0 + TEX0.x * 6.28319 * 2.0 ) * 0.05;
-
- vec4 bumpNorm = texture(bumpMap, texOffset) * 2.0 - 1.0;
- vec4 diffuse = texture(diffMap, texOffset);
-
- OUT_col = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
-
- vec3 eyeVec = normalize(outEyePos - outPos);
- vec3 halfAng = normalize(eyeVec + outLightVec.xyz);
- float specular = clamp(dot(bumpNorm.xyz, halfAng), 0.0, 1.0) * outLightVec.w;
- specular = pow(specular, specularPower);
- OUT_col += specularColor * specular;
-}
diff --git a/Templates/BaseGame/game/core/shaders/gl/wind.glsl b/Templates/BaseGame/game/core/shaders/gl/wind.glsl
deleted file mode 100644
index 0ddb492b9..000000000
--- a/Templates/BaseGame/game/core/shaders/gl/wind.glsl
+++ /dev/null
@@ -1,101 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//
-// A tip of the hat....
-//
-// The following wind effects were derived from the GPU Gems
-// 3 chapter "Vegetation Procedural Animation and Shading in Crysis"
-// by Tiago Sousa of Crytek.
-//
-
-vec4 smoothCurve( vec4 x )
-{
- return x * x * ( 3.0 - 2.0 * x );
-}
-
-vec4 triangleWave( vec4 x )
-{
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-
-vec4 smoothTriangleWave( vec4 x )
-{
- return smoothCurve( triangleWave( x ) );
-}
-
-vec3 windTrunkBending( vec3 vPos, vec2 vWind, float fBendFactor )
-{
- // Smooth the bending factor and increase
- // the near by height limit.
- fBendFactor += 1.0;
- fBendFactor *= fBendFactor;
- fBendFactor = fBendFactor * fBendFactor - fBendFactor;
-
- // Displace the vert.
- vec3 vNewPos = vPos;
- vNewPos.xy += vWind * fBendFactor;
-
- // Limit the length which makes the bend more
- // spherical and prevents stretching.
- float fLength = length( vPos );
- vPos = normalize( vNewPos ) * fLength;
-
- return vPos;
-}
-
-vec3 windBranchBending( vec3 vPos,
- vec3 vNormal,
-
- float fTime,
- float fWindSpeed,
-
- float fBranchPhase,
- float fBranchAmp,
- float fBranchAtten,
-
- float fDetailPhase,
- float fDetailAmp,
- float fDetailFreq,
-
- float fEdgeAtten )
-{
- float fVertPhase = dot( vPos, vec3( fDetailPhase + fBranchPhase ) );
-
- vec2 vWavesIn = fTime + vec2( fVertPhase, fBranchPhase );
-
- vec4 vWaves = ( fract( vWavesIn.xxyy *
- vec4( 1.975, 0.793, 0.375, 0.193 ) ) *
- 2.0 - 1.0 ) * fWindSpeed * fDetailFreq;
-
- vWaves = smoothTriangleWave( vWaves );
-
- vec2 vWavesSum = vWaves.xz + vWaves.yw;
-
- // We want the branches to bend both up and down.
- vWavesSum.y = 1.0 - ( vWavesSum.y * 2.0 );
-
- vPos += vWavesSum.xxy * vec3( fEdgeAtten * fDetailAmp * vNormal.xy,
- fBranchAtten * fBranchAmp );
-
- return vPos;
-}
diff --git a/Templates/BaseGame/game/core/shaders/guiMaterialV.hlsl b/Templates/BaseGame/game/core/shaders/guiMaterialV.hlsl
deleted file mode 100644
index 5d725338f..000000000
--- a/Templates/BaseGame/game/core/shaders/guiMaterialV.hlsl
+++ /dev/null
@@ -1,45 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "hlslStructs.hlsl"
-#include "shaderModel.hlsl"
-
-struct MaterialDecoratorConnectV
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-uniform float4x4 modelview : register(C0);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-MaterialDecoratorConnectV main( VertexIn_PCT IN )
-{
- MaterialDecoratorConnectV OUT;
-
- OUT.hpos = mul(modelview, float4(IN.pos,1.0));
- OUT.uv0 = IN.uv0;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/hlslStructs.h b/Templates/BaseGame/game/core/shaders/hlslStructs.h
deleted file mode 100644
index 6a57e4db7..000000000
--- a/Templates/BaseGame/game/core/shaders/hlslStructs.h
+++ /dev/null
@@ -1,116 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// The purpose of this file is to get all of our HLSL structures into one place.
-// Please use the structures here instead of redefining input and output structures
-// in each shader file. If structures are added, please adhere to the naming convention.
-
-//------------------------------------------------------------------------------
-// Vertex Input Structures
-//
-// These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h
-//------------------------------------------------------------------------------
-
-// Notes
-//
-// Position should be specified as a float4. Right now our vertex structures in
-// the engine output float3s for position. This does NOT mean that the POSITION
-// binding should be float3, because it will assign 0 to the w coordinate, which
-// results in the vertex not getting translated when it is transformed.
-
-struct VertexIn_P
-{
- float4 pos : POSITION;
-};
-
-struct VertexIn_PT
-{
- float4 pos : POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PTTT
-{
- float4 pos : POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
-};
-
-struct VertexIn_PC
-{
- float4 pos : POSITION;
- float4 color : DIFFUSE;
-};
-
-struct VertexIn_PNC
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
- float4 color : DIFFUSE;
-};
-
-struct VertexIn_PCT
-{
- float4 pos : POSITION;
- float4 color : DIFFUSE;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PN
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
-};
-
-struct VertexIn_PNT
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNTT
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
- float3 tangent : TANGENT;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNCT
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
- float4 color : DIFFUSE;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNTTTB
-{
- float4 pos : POSITION;
- float3 normal : NORMAL;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float3 T : TEXCOORD2;
- float3 B : TEXCOORD3;
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/hlslStructs.hlsl b/Templates/BaseGame/game/core/shaders/hlslStructs.hlsl
deleted file mode 100644
index ce0ca305c..000000000
--- a/Templates/BaseGame/game/core/shaders/hlslStructs.hlsl
+++ /dev/null
@@ -1,114 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// The purpose of this file is to get all of our HLSL structures into one place.
-// Please use the structures here instead of redefining input and output structures
-// in each shader file. If structures are added, please adhere to the naming convention.
-
-//------------------------------------------------------------------------------
-// Vertex Input Structures
-//
-// These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h
-//------------------------------------------------------------------------------
-
-// Notes
-//
-// Position should be specified as a float3 as our vertex structures in
-// the engine output float3s for position.
-
-struct VertexIn_P
-{
- float3 pos : POSITION;
-};
-
-struct VertexIn_PT
-{
- float3 pos : POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PTTT
-{
- float3 pos : POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
-};
-
-struct VertexIn_PC
-{
- float3 pos : POSITION;
- float4 color : DIFFUSE;
-};
-
-struct VertexIn_PNC
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float4 color : DIFFUSE;
-};
-
-struct VertexIn_PCT
-{
- float3 pos : POSITION;
- float4 color : DIFFUSE;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PN
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
-};
-
-struct VertexIn_PNT
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNTT
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float3 tangent : TANGENT;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNCT
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float4 color : DIFFUSE;
- float2 uv0 : TEXCOORD0;
-};
-
-struct VertexIn_PNTTTB
-{
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float3 T : TEXCOORD2;
- float3 B : TEXCOORD3;
-};
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/imposter.hlsl b/Templates/BaseGame/game/core/shaders/imposter.hlsl
deleted file mode 100644
index bc700ba03..000000000
--- a/Templates/BaseGame/game/core/shaders/imposter.hlsl
+++ /dev/null
@@ -1,149 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.hlsl"
-
-
-static float sCornerRight[4] = { -1, 1, 1, -1 };
-static float sCornerUp[4] = { -1, -1, 1, 1 };
-static float2 sUVCornerExtent[4] =
-{
- float2( 0, 1 ),
- float2( 1, 1 ),
- float2( 1, 0 ),
- float2( 0, 0 )
-};
-
-#define IMPOSTER_MAX_UVS 64
-
-
-void imposter_v(
- // These parameters usually come from the vertex.
- float3 center,
- int corner,
- float halfSize,
- float3 imposterUp,
- float3 imposterRight,
-
- // These are from the imposter shader constant.
- int numEquatorSteps,
- int numPolarSteps,
- float polarAngle,
- bool includePoles,
-
- // Other shader constants.
- float3 camPos,
- float4 uvs[IMPOSTER_MAX_UVS],
-
- // The outputs of this function.
- out float3 outWsPosition,
- out float2 outTexCoord,
- out float3x3 outWorldToTangent
- )
-{
- // TODO: This could all be calculated on the CPU.
- float equatorStepSize = M_2PI_F / numEquatorSteps;
- float equatorHalfStep = ( equatorStepSize / 2.0 ) - 0.0001;
- float polarStepSize = M_PI_F / numPolarSteps;
- float polarHalfStep = ( polarStepSize / 2.0 ) - 0.0001;
-
- // The vector between the camera and the billboard.
- float3 lookVec = normalize( camPos - center );
-
- // Generate the camera up and right vectors from
- // the object transform and camera forward.
- float3 camUp = imposterUp;
- float3 camRight = normalize( cross( -lookVec, camUp ) );
-
- // The billboarding is based on the camera directions.
- float3 rightVec = camRight * sCornerRight[corner];
- float3 upVec = camUp * sCornerUp[corner];
-
- float lookPitch = acos( dot( imposterUp, lookVec ) );
-
- // First check to see if we need to render the top billboard.
- int index;
- /*
- if ( includePoles && ( lookPitch < polarAngle || lookPitch > sPi - polarAngle ) )
- {
- index = numEquatorSteps * 3;
-
- // When we render the top/bottom billboard we always use
- // a fixed vector that matches the rotation of the object.
- rightVec = float3( 1, 0, 0 ) * sCornerRight[corner];
- upVec = float3( 0, 1, 0 ) * sCornerUp[corner];
-
- if ( lookPitch > sPi - polarAngle )
- {
- upVec = -upVec;
- index++;
- }
- }
- else
- */
- {
- // Calculate the rotation around the z axis then add the
- // equator half step. This gets the images to switch a
- // half step before the captured angle is met.
- float lookAzimuth = atan2( lookVec.y, lookVec.x );
- float azimuth = atan2( imposterRight.y, imposterRight.x );
- float rotZ = ( lookAzimuth - azimuth ) + equatorHalfStep;
-
- // The y rotation is calculated from the look vector and
- // the object up vector.
- float rotY = lookPitch - polarHalfStep;
-
- // TODO: How can we do this without conditionals?
- // Normalize the result to 0 to 2PI.
- if ( rotZ < 0 )
- rotZ += M_2PI_F;
- if ( rotZ > M_2PI_F )
- rotZ -= M_2PI_F;
- if ( rotY < 0 )
- rotY += M_2PI_F;
- if ( rotY > M_PI_F ) // Not M_2PI_F?
- rotY -= M_2PI_F;
-
- float polarIdx = round( abs( rotY ) / polarStepSize );
-
- // Get the index to the start of the right polar
- // images for this viewing angle.
- int numPolarOffset = numEquatorSteps * polarIdx;
-
- // Calculate the final image index for lookup
- // of the texture coords.
- index = ( rotZ / equatorStepSize ) + numPolarOffset;
- }
-
- // Generate the final world space position.
- outWsPosition = center + ( upVec * halfSize ) + ( rightVec * halfSize );
-
- // Grab the uv set and setup the texture coord.
- float4 uvSet = uvs[index];
- outTexCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
- outTexCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
-
- // Needed for normal mapping and lighting.
- outWorldToTangent[0] = float3( 1, 0, 0 );
- outWorldToTangent[1] = float3( 0, 1, 0 );
- outWorldToTangent[2] = float3( 0, 0, -1 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting.hlsl b/Templates/BaseGame/game/core/shaders/lighting.hlsl
deleted file mode 100644
index a41b8a873..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting.hlsl
+++ /dev/null
@@ -1,249 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./torque.hlsl"
-
-#ifndef TORQUE_SHADERGEN
-
-// These are the uniforms used by most lighting shaders.
-
-uniform float4 inLightPos[3];
-uniform float4 inLightInvRadiusSq;
-uniform float4 inLightColor[4];
-
-#ifndef TORQUE_BL_NOSPOTLIGHT
- uniform float4 inLightSpotDir[3];
- uniform float4 inLightSpotAngle;
- uniform float4 inLightSpotFalloff;
-#endif
-
-uniform float4 ambient;
-#define ambientCameraFactor 0.3
-uniform float specularPower;
-uniform float4 specularColor;
-
-#endif // !TORQUE_SHADERGEN
-
-
-void compute4Lights( float3 wsView,
- float3 wsPosition,
- float3 wsNormal,
- float4 shadowMask,
-
- #ifdef TORQUE_SHADERGEN
-
- float4 inLightPos[3],
- float4 inLightInvRadiusSq,
- float4 inLightColor[4],
- float4 inLightSpotDir[3],
- float4 inLightSpotAngle,
- float4 inLightSpotFalloff,
- float specularPower,
- float4 specularColor,
-
- #endif // TORQUE_SHADERGEN
-
- out float4 outDiffuse,
- out float4 outSpecular )
-{
- // NOTE: The light positions and spotlight directions
- // are stored in SoA order, so inLightPos[0] is the
- // x coord for all 4 lights... inLightPos[1] is y... etc.
- //
- // This is the key to fully utilizing the vector units and
- // saving a huge amount of instructions.
- //
- // For example this change saved more than 10 instructions
- // over a simple for loop for each light.
-
- int i;
-
- float4 lightVectors[3];
- for ( i = 0; i < 3; i++ )
- lightVectors[i] = wsPosition[i] - inLightPos[i];
-
- float4 squareDists = 0;
- for ( i = 0; i < 3; i++ )
- squareDists += lightVectors[i] * lightVectors[i];
-
- // Accumulate the dot product between the light
- // vector and the normal.
- //
- // The normal is negated because it faces away from
- // the surface and the light faces towards the
- // surface... this keeps us from needing to flip
- // the light vector direction which complicates
- // the spot light calculations.
- //
- // We normalize the result a little later.
- //
- float4 nDotL = 0;
- for ( i = 0; i < 3; i++ )
- nDotL += lightVectors[i] * -wsNormal[i];
-
- float4 rDotL = 0;
- #ifndef TORQUE_BL_NOSPECULAR
-
- // We're using the Phong specular reflection model
- // here where traditionally Torque has used Blinn-Phong
- // which has proven to be more accurate to real materials.
- //
- // We do so because its cheaper as do not need to
- // calculate the half angle for all 4 lights.
- //
- // Advanced Lighting still uses Blinn-Phong, but the
- // specular reconstruction it does looks fairly similar
- // to this.
- //
- float3 R = reflect( wsView, -wsNormal );
-
- for ( i = 0; i < 3; i++ )
- rDotL += lightVectors[i] * R[i];
-
- #endif
-
- // Normalize the dots.
- //
- // Notice we're using the half type here to get a
- // much faster sqrt via the rsq_pp instruction at
- // the loss of some precision.
- //
- // Unless we have some extremely large point lights
- // i don't believe the precision loss will matter.
- //
- half4 correction = (half4)rsqrt( squareDists );
- nDotL = saturate( nDotL * correction );
- rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
-
- // First calculate a simple point light linear
- // attenuation factor.
- //
- // If this is a directional light the inverse
- // radius should be greater than the distance
- // causing the attenuation to have no affect.
- //
- float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
-
- #ifndef TORQUE_BL_NOSPOTLIGHT
-
- // The spotlight attenuation factor. This is really
- // fast for what it does... 6 instructions for 4 spots.
-
- float4 spotAtten = 0;
- for ( i = 0; i < 3; i++ )
- spotAtten += lightVectors[i] * inLightSpotDir[i];
-
- float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
- atten *= saturate( cosAngle * inLightSpotFalloff );
-
- #endif
-
- // Finally apply the shadow masking on the attenuation.
- atten *= shadowMask;
-
- // Get the final light intensity.
- float4 intensity = nDotL * atten;
-
- // Combine the light colors for output.
- outDiffuse = 0;
- for ( i = 0; i < 4; i++ )
- outDiffuse += intensity[i] * inLightColor[i];
-
- // Output the specular power.
- float4 specularIntensity = pow( rDotL, specularPower.xxxx ) * atten;
-
- // Apply the per-light specular attenuation.
- float4 specular = float4(0,0,0,1);
- for ( i = 0; i < 4; i++ )
- specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
-
- // Add the final specular intensity values together
- // using a single dot product operation then get the
- // final specular lighting color.
- outSpecular = specularColor * specular;
-}
-
-
-// This value is used in AL as a constant power to raise specular values
-// to, before storing them into the light info buffer. The per-material
-// specular value is then computer by using the integer identity of
-// exponentiation:
-//
-// (a^m)^n = a^(m*n)
-//
-// or
-//
-// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular)
-//
-#define AL_ConstantSpecularPower 12.0f
-
-/// The specular calculation used in Advanced Lighting.
-///
-/// @param toLight Normalized vector representing direction from the pixel
-/// being lit, to the light source, in world space.
-///
-/// @param normal Normalized surface normal.
-///
-/// @param toEye The normalized vector representing direction from the pixel
-/// being lit to the camera.
-///
-float AL_CalcSpecular( float3 toLight, float3 normal, float3 toEye )
-{
- // (R.V)^c
- float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
-
- // Return the specular factor.
- return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
-}
-
-/// The output for Deferred Lighting
-///
-/// @param toLight Normalized vector representing direction from the pixel
-/// being lit, to the light source, in world space.
-///
-/// @param normal Normalized surface normal.
-///
-/// @param toEye The normalized vector representing direction from the pixel
-/// being lit to the camera.
-///
-float4 AL_DeferredOutput(
- float3 lightColor,
- float3 diffuseColor,
- float4 matInfo,
- float4 ambient,
- float specular,
- float shadowAttenuation)
-{
- float3 specularColor = float3(specular, specular, specular);
- bool metalness = getFlag(matInfo.r, 3);
- if ( metalness )
- {
- specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
- }
-
- //specular = color * map * spec^gloss
- float specularOut = (specularColor * matInfo.b * min(pow(abs(specular), max(( matInfo.a/ AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
-
- lightColor *= shadowAttenuation;
- lightColor += ambient.rgb;
- return float4(lightColor.rgb, specularOut);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/convexGeometryV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/convexGeometryV.hlsl
deleted file mode 100644
index 064fcffa6..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/convexGeometryV.hlsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../hlslStructs.hlsl"
-#include "../../shaderModel.hlsl"
-
-struct VertData
-{
- float3 pos : POSITION;
- float4 color : COLOR;
-};
-
-struct ConvexConnectV
-{
- float4 hpos : TORQUE_POSITION;
- float4 wsEyeDir : TEXCOORD0;
- float4 ssPos : TEXCOORD1;
- float4 vsEyeDir : TEXCOORD2;
-};
-
-ConvexConnectV main( VertData IN,
- uniform float4x4 modelview,
- uniform float4x4 objTrans,
- uniform float4x4 worldViewOnly,
- uniform float3 eyePosWorld )
-{
- ConvexConnectV OUT;
-
- OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
- OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
- OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
- OUT.ssPos = OUT.hpos;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferP.hlsl
deleted file mode 100644
index 5ae05896e..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferP.hlsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
-};
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
- float4 col1 : TORQUE_TARGET1;
- float4 col2 : TORQUE_TARGET2;
-};
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main( Conn IN )
-{
- Fragout OUT;
-
- // Clear Deferred Buffer ( Normals/Depth );
- OUT.col = float4(1.0, 1.0, 1.0, 1.0);
-
- // Clear Color Buffer.
- OUT.col1 = float4(0.0, 0.0, 0.0, 1.0);
-
- // Clear Material Info Buffer.
- OUT.col2 = float4(0.0, 0.0, 0.0, 1.0);
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferV.hlsl
deleted file mode 100644
index 20ba4d509..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredClearGBufferV.hlsl
+++ /dev/null
@@ -1,43 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-
-struct Appdata
-{
- float3 pos : POSITION;
- float4 color : COLOR;
-};
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
-};
-
-uniform float4x4 modelview;
-
-Conn main( Appdata In )
-{
- Conn Out;
- Out.hpos = float4(In.pos,1.0);
- return Out;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredColorShaderP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredColorShaderP.hlsl
deleted file mode 100644
index d91d2eb38..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredColorShaderP.hlsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
- float4 col1 : TORQUE_TARGET1;
- float4 col2 : TORQUE_TARGET2;
-};
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main( )
-{
- Fragout OUT;
-
- OUT.col = float4(0.0, 0.0, 0.0, 0.0);
- OUT.col1 = float4(1.0, 1.0, 1.0, 1.0);
-
- // Draw on color buffer.
- OUT.col2 = float4(1.0, 0.0, 0.0, 1.0);
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl
deleted file mode 100644
index ebd9ed72b..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-#include "../../postfx/postFx.hlsl"
-#include "../../torque.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
-TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,1);
-TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
-TORQUE_UNIFORM_SAMPLER2D(deferredTex,3);
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 lightBuffer = TORQUE_TEX2D( lightDeferredTex, IN.uv0 );
- float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 );
- float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 );
- float specular = saturate(lightBuffer.a);
- float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
-
- if (depth>0.9999)
- return float4(0,0,0,0);
-
- // Diffuse Color Altered by Metalness
- bool metalness = getFlag(matInfo.r, 3);
- if ( metalness )
- {
- colorBuffer *= (1.0 - colorBuffer.a);
- }
-
- colorBuffer += float4(specular, specular, specular, 1.0);
- colorBuffer *= float4(lightBuffer.rgb, 1.0);
-
- return hdrEncode( float4(colorBuffer.rgb, 1.0) );
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuad.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuad.hlsl
deleted file mode 100644
index 543e21677..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuad.hlsl
+++ /dev/null
@@ -1,47 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../shaderModel.hlsl"
-
-struct FarFrustumQuadConnectV
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv0 : TEXCOORD0;
- float3 wsEyeRay : TEXCOORD1;
- float3 vsEyeRay : TEXCOORD2;
-};
-
-struct FarFrustumQuadConnectP
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv0 : TEXCOORD0;
- float3 wsEyeRay : TEXCOORD1;
- float3 vsEyeRay : TEXCOORD2;
-};
-
-
-float2 getUVFromSSPos( float3 ssPos, float4 rtParams )
-{
- float2 outPos = ( ssPos.xy + 1.0 ) / 2.0;
- outPos.y = 1.0 - outPos.y;
- outPos = ( outPos * rtParams.zw ) + rtParams.xy;
- return outPos;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuadV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuadV.hlsl
deleted file mode 100644
index 0167d901a..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/farFrustumQuadV.hlsl
+++ /dev/null
@@ -1,43 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../hlslStructs.hlsl"
-#include "farFrustumQuad.hlsl"
-
-
-FarFrustumQuadConnectV main( VertexIn_PNTT IN,
- uniform float4 rtParams0 )
-{
- FarFrustumQuadConnectV OUT;
-
- OUT.hpos = float4( IN.uv0, 0, 1 );
-
- // Get a RT-corrected UV from the SS coord
- OUT.uv0 = getUVFromSSPos( OUT.hpos.xyz, rtParams0 );
-
- // Interpolators will generate eye rays the
- // from far-frustum corners.
- OUT.wsEyeRay = IN.tangent;
- OUT.vsEyeRay = IN.normal;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/convexGeometryV.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/convexGeometryV.glsl
deleted file mode 100644
index 1807ac43f..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/convexGeometryV.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-
-#define IN_pos vPosition
-
-out vec4 wsEyeDir;
-out vec4 ssPos;
-out vec4 vsEyeDir;
-
-#define OUT_hpos gl_Position
-#define OUT_wsEyeDir wsEyeDir
-#define OUT_ssPos ssPos
-#define OUT_vsEyeDir vsEyeDir
-
-uniform mat4 modelview;
-uniform mat4 objTrans;
-uniform mat4 worldViewOnly;
-uniform vec3 eyePosWorld;
-
-void main()
-{
- OUT_hpos = tMul( modelview, IN_pos );
- OUT_wsEyeDir = tMul( objTrans, IN_pos ) - vec4( eyePosWorld, 0.0 );
- OUT_vsEyeDir = tMul( worldViewOnly, IN_pos );
- OUT_ssPos = OUT_hpos;
-
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl
deleted file mode 100644
index b58f347bb..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredClearGBufferP.glsl
+++ /dev/null
@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-out vec4 OUT_col;
-out vec4 OUT_col1;
-out vec4 OUT_col2;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- // Clear Deferred Buffer ( Normals/Depth );
- OUT_col = vec4(1.0, 1.0, 1.0, 1.0);
-
- // Clear Color Buffer.
- OUT_col1 = vec4(0.0, 0.0, 0.0, 1.0);
-
- // Clear Material Info Buffer.
- OUT_col2 = vec4(0.0, 0.0, 0.0, 1.0);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredColorShaderP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredColorShaderP.glsl
deleted file mode 100644
index 85c553089..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredColorShaderP.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-layout (location = 0) out vec4 col;
-layout (location = 1) out vec4 col1;
-layout (location = 2) out vec4 col2;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- col = vec4(0.0, 0.0, 0.0, 0.0);
- col1 = vec4(1.0, 1.0, 1.0, 1.0);
-
- // Draw on color buffer.
- col2 = vec4(1.0, 0.0, 0.0, 1.0);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredShadingP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredShadingP.glsl
deleted file mode 100644
index 0234d5fd1..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/deferredShadingP.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../../postFx/gl/postFX.glsl"
-#include "../../../gl/torque.glsl"
-
-uniform sampler2D colorBufferTex;
-uniform sampler2D lightDeferredTex;
-uniform sampler2D matInfoTex;
-uniform sampler2D deferredTex;
-
-out vec4 OUT_col;
-
-void main()
-{
- float depth = deferredUncondition( deferredTex, uv0 ).w;
- if (depth>0.9999)
- {
- OUT_col = vec4(0.0);
- return;
- }
- vec4 lightBuffer = texture( lightDeferredTex, uv0 );
- vec4 colorBuffer = texture( colorBufferTex, uv0 );
- vec4 matInfo = texture( matInfoTex, uv0 );
- float specular = clamp(lightBuffer.a,0.0,1.0);
-
- // Diffuse Color Altered by Metalness
- bool metalness = getFlag(matInfo.r, 3);
- if ( metalness )
- {
- colorBuffer *= (1.0 - colorBuffer.a);
- }
-
- colorBuffer += vec4(specular, specular, specular, 1.0);
- colorBuffer *= vec4(lightBuffer.rgb, 1.0);
-
- OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuad.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuad.glsl
deleted file mode 100644
index 76054eb09..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuad.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-vec2 getUVFromSSPos( vec3 ssPos, vec4 rtParams )
-{
- vec2 outPos = ( ssPos.xy + 1.0 ) / 2.0;
- outPos.y = 1.0 - outPos.y;
- outPos = ( outPos * rtParams.zw ) + rtParams.xy;
- return outPos;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuadV.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuadV.glsl
deleted file mode 100644
index a80e856ed..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/farFrustumQuadV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "farFrustumQuad.glsl"
-
-in vec4 vPosition;
-in vec3 vNormal;
-in vec3 vTangent;
-in vec2 vTexCoord0;
-
-uniform vec4 rtParams0;
-out vec4 hpos;
-out vec2 uv0;
-out vec3 wsEyeRay;
-out vec3 vsEyeRay;
-
-void main()
-{
- hpos = vec4( vTexCoord0, 0, 1 );
-
- // Get a RT-corrected UV from the SS coord
- uv0 = getUVFromSSPos( hpos.xyz, rtParams0 );
- gl_Position = hpos;
-
- // Interpolators will generate eye rays the
- // from far-frustum corners.
- wsEyeRay = vTangent;
- vsEyeRay = vNormal;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/lightingUtils.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/lightingUtils.glsl
deleted file mode 100644
index 08af9231b..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/lightingUtils.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-float attenuate( vec4 lightColor, vec2 attParams, float dist )
-{
- // We're summing the results of a scaled constant,
- // linear, and quadratic attenuation.
-
- #ifdef ACCUMULATE_LUV
- return lightColor.w * ( 1.0 - dot( attParams, vec2( dist, dist * dist ) ) );
- #else
- return 1.0 - dot( attParams, vec2( dist, dist * dist ) );
- #endif
-}
-
-// Calculate the specular coefficent
-//
-// pxlToLight - Normalized vector representing direction from the pixel being lit, to the light source, in world space
-// normal - Normalized surface normal
-// pxlToEye - Normalized vector representing direction from pixel being lit, to the camera, in world space
-// specPwr - Specular exponent
-// specularScale - A scalar on the specular output used in RGB accumulation.
-//
-float calcSpecular( vec3 pxlToLight, vec3 normal, vec3 pxlToEye, float specPwr, float specularScale )
-{
-#ifdef PHONG_SPECULAR
- // (R.V)^c
- float specVal = dot( normalize( -reflect( pxlToLight, normal ) ), pxlToEye );
-#else
- // (N.H)^c [Blinn-Phong, TGEA style, default]
- float specVal = dot( normal, normalize( pxlToLight + pxlToEye ) );
-#endif
-
-#ifdef ACCUMULATE_LUV
- return pow( max( specVal, 0.00001f ), specPwr );
-#else
- // If this is RGB accumulation, than there is no facility for the luminance
- // of the light to play in to the specular intensity. In LUV, the luminance
- // of the light color gets rolled into N.L * Attenuation
- return specularScale * pow( max( specVal, 0.00001f ), specPwr );
-#endif
-}
-
-vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
-{
- float denum = dot( plane.xyz, direction.xyz );
- float num = dot( plane, vec4( origin, 1.0 ) );
- float t = -num / denum;
-
- return direction.xyz * t;
-}
-
-vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane )
-{
- float denum = dot( plane.xyz, direction.xyz );
- float t = negFarPlaneDotEye / denum;
-
- return direction.xyz * t;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl
deleted file mode 100644
index 80869de25..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl
+++ /dev/null
@@ -1,273 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-#include "farFrustumQuad.glsl"
-#include "lightingUtils.glsl"
-#include "../../../gl/lighting.glsl"
-#include "../../shadowMap/shadowMapIO_GLSL.h"
-#include "softShadow.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 wsEyeDir;
-in vec4 ssPos;
-in vec4 vsEyeDir;
-in vec4 color;
-
-#ifdef USE_COOKIE_TEX
-
-/// The texture for cookie rendering.
-uniform samplerCube cookieMap ;
-
-#endif
-
-
-#ifdef SHADOW_CUBE
-
- vec3 decodeShadowCoord( vec3 shadowCoord )
- {
- return shadowCoord;
- }
-
- vec4 shadowSample( samplerCube shadowMap, vec3 shadowCoord )
- {
- return texture( shadowMap, shadowCoord );
- }
-
-#else
-
- vec3 decodeShadowCoord( vec3 paraVec )
- {
- // Flip y and z
- paraVec = paraVec.xzy;
-
- #ifndef SHADOW_PARABOLOID
-
- bool calcBack = (paraVec.z < 0.0);
- if ( calcBack )
- {
- paraVec.z = paraVec.z * -1.0;
-
- #ifdef SHADOW_DUALPARABOLOID
- paraVec.x = -paraVec.x;
- #endif
- }
-
- #endif
-
- vec3 shadowCoord;
- shadowCoord.x = (paraVec.x / (2*(1 + paraVec.z))) + 0.5;
- shadowCoord.y = 1-((paraVec.y / (2*(1 + paraVec.z))) + 0.5);
- shadowCoord.z = 0;
-
- // adjust the co-ordinate slightly if it is near the extent of the paraboloid
- // this value was found via experementation
- // NOTE: this is wrong, it only biases in one direction, not towards the uv
- // center ( 0.5 0.5 ).
- //shadowCoord.xy *= 0.997;
-
- #ifndef SHADOW_PARABOLOID
-
- // If this is the back, offset in the atlas
- if ( calcBack )
- shadowCoord.x += 1.0;
-
- // Atlasing front and back maps, so scale
- shadowCoord.x *= 0.5;
-
- #endif
-
- return shadowCoord;
- }
-
-#endif
-
-uniform sampler2D deferredBuffer;
-
-#ifdef SHADOW_CUBE
- uniform samplerCube shadowMap;
-#else
- uniform sampler2D shadowMap;
- uniform sampler2D dynamicShadowMap;
-#endif
-
-uniform sampler2D lightBuffer;
-uniform sampler2D colorBuffer;
-uniform sampler2D matInfoBuffer;
-
-uniform vec4 rtParams0;
-
-uniform vec3 lightPosition;
-uniform vec4 lightColor;
-uniform float lightBrightness;
-uniform float lightRange;
-uniform vec2 lightAttenuation;
-uniform vec4 lightMapParams;
-uniform vec4 vsFarPlane;
-uniform mat3 viewToLightProj;
-uniform mat3 dynamicViewToLightProj;
-uniform vec4 lightParams;
-uniform float shadowSoftness;
-
-out vec4 OUT_col;
-
-void main()
-{
- // Compute scene UV
- vec3 ssPos = ssPos.xyz / ssPos.w;
- vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
-
- // Emissive.
- vec4 matInfo = texture( matInfoBuffer, uvScene );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
- return;
- }
-
- vec4 colorSample = texture( colorBuffer, uvScene );
- vec3 subsurface = vec3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = vec3(0.772549, 0.337255, 0.262745);
- else
- subsurface = vec3(0.337255, 0.772549, 0.262745);
- }
-
- // Sample/unpack the normal/z data
- vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
- vec3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Eye ray - Eye -> Pixel
- vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
- vec3 viewSpacePos = eyeRay * depth;
-
- // Build light vec, get length, clip pixel if needed
- vec3 lightVec = lightPosition - viewSpacePos;
- float lenLightV = length( lightVec );
- clip( lightRange - lenLightV );
-
- // Get the attenuated falloff.
- float atten = attenuate( lightColor, lightAttenuation, lenLightV );
- clip( atten - 1e-6 );
-
- // Normalize lightVec
- lightVec /= lenLightV;
-
- // If we can do dynamic branching then avoid wasting
- // fillrate on pixels that are backfacing to the light.
- float nDotL = dot( lightVec, normal );
- //DB_CLIP( nDotL < 0 );
-
- #ifdef NO_SHADOW
-
- float shadowed = 1.0;
-
- #else
-
- // Get a linear depth from the light source.
- float distToLight = lenLightV / lightRange;
-
- #ifdef SHADOW_CUBE
-
- // TODO: We need to fix shadow cube to handle soft shadows!
- float occ = texture( shadowMap, tMul( viewToLightProj, -lightVec ) ).r;
- float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
-
- #else
-
- vec2 shadowCoord = decodeShadowCoord( tMul( viewToLightProj, -lightVec ) ).xy;
-
- float static_shadowed = softShadow_filter( shadowMap,
- ssPos.xy,
- shadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- vec2 dynamicShadowCoord = decodeShadowCoord( tMul( dynamicViewToLightProj, -lightVec ) ).xy;
- float dynamic_shadowed = softShadow_filter( dynamicShadowMap,
- ssPos.xy,
- dynamicShadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- float shadowed = min(static_shadowed, dynamic_shadowed);
- #endif
-
- #endif // !NO_SHADOW
-
- vec3 lightcol = lightColor.rgb;
- #ifdef USE_COOKIE_TEX
-
- // Lookup the cookie sample.
- vec4 cookie = texture( cookieMap, tMul( viewToLightProj, -lightVec ) );
-
- // Multiply the light with the cookie tex.
- lightcol *= cookie.rgb;
-
- // Use a maximum channel luminance to attenuate
- // the lighting else we get specular in the dark
- // regions of the cookie texture.
- atten *= max( cookie.r, max( cookie.g, cookie.b ) );
-
- #endif
-
- // NOTE: Do not clip on fully shadowed pixels as it would
- // cause the hardware occlusion query to disable the shadow.
-
- // Specular term
- float specular = AL_CalcSpecular( lightVec,
- normal,
- normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
-
- float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
- vec3 lightColorOut = lightMapParams.rgb * lightcol;
- vec4 addToResult = vec4(0.0);
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = nDotL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- shadowed = mix( 1.0f, shadowed, atten );
- lightColorOut = vec3(shadowed);
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/softShadow.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/softShadow.glsl
deleted file mode 100644
index a14213946..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/softShadow.glsl
+++ /dev/null
@@ -1,159 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-#if defined( SOFTSHADOW ) && defined( SOFTSHADOW_HIGH_QUALITY )
-
-#define NUM_PRE_TAPS 4
-#define NUM_TAPS 12
-
-/// The non-uniform poisson disk used in the
-/// high quality shadow filtering.
-vec2 sNonUniformTaps[NUM_TAPS] = vec2[]
-(
- // These first 4 taps are located around the edges
- // of the disk and are used to predict fully shadowed
- // or unshadowed areas.
- vec2( 0.992833, 0.979309 ),
- vec2( -0.998585, 0.985853 ),
- vec2( 0.949299, -0.882562 ),
- vec2( -0.941358, -0.893924 ),
-
- // The rest of the samples.
- vec2( 0.545055, -0.589072 ),
- vec2( 0.346526, 0.385821 ),
- vec2( -0.260183, 0.334412 ),
- vec2( 0.248676, -0.679605 ),
- vec2( -0.569502, -0.390637 ),
- vec2( -0.614096, 0.212577 ),
- vec2( -0.259178, 0.876272 ),
- vec2( 0.649526, 0.864333 )
-);
-
-#else
-
-#define NUM_PRE_TAPS 5
-
-/// The non-uniform poisson disk used in the
-/// high quality shadow filtering.
-vec2 sNonUniformTaps[NUM_PRE_TAPS] = vec2[]
-(
- vec2( 0.892833, 0.959309 ),
- vec2( -0.941358, -0.873924 ),
- vec2( -0.260183, 0.334412 ),
- vec2( 0.348676, -0.679605 ),
- vec2( -0.569502, -0.390637 )
-);
-
-#endif
-
-
-/// The texture used to do per-pixel pseudorandom
-/// rotations of the filter taps.
-uniform sampler2D gTapRotationTex ;
-
-
-float softShadow_sampleTaps( sampler2D shadowMap,
- vec2 sinCos,
- vec2 shadowPos,
- float filterRadius,
- float distToLight,
- float esmFactor,
- int startTap,
- int endTap )
-{
- float shadow = 0;
-
- vec2 tap = vec2(0);
- for ( int t = startTap; t < endTap; t++ )
- {
- tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius;
- tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius;
- float occluder = tex2Dlod( shadowMap, vec4( shadowPos + tap, 0, 0 ) ).r;
-
- float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
- shadow += esm / float( endTap - startTap );
- }
-
- return shadow;
-}
-
-
-float softShadow_filter( sampler2D shadowMap,
- vec2 vpos,
- vec2 shadowPos,
- float filterRadius,
- float distToLight,
- float dotNL,
- float esmFactor )
-{
- #ifndef SOFTSHADOW
-
- // If softshadow is undefined then we skip any complex
- // filtering... just do a single sample ESM.
-
- float occluder = tex2Dlod( shadowMap, vec4( shadowPos, 0, 0 ) ).r;
- float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
-
- #else
-
- // Lookup the random rotation for this screen pixel.
- vec2 sinCos = ( tex2Dlod( gTapRotationTex, vec4( vpos * 16, 0, 0 ) ).rg - 0.5 ) * 2;
-
- // Do the prediction taps first.
- float shadow = softShadow_sampleTaps( shadowMap,
- sinCos,
- shadowPos,
- filterRadius,
- distToLight,
- esmFactor,
- 0,
- NUM_PRE_TAPS );
-
- // We live with only the pretap results if we don't
- // have high quality shadow filtering enabled.
- #ifdef SOFTSHADOW_HIGH_QUALITY
-
- // Only do the expensive filtering if we're really
- // in a partially shadowed area.
- if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 )
- {
- shadow += softShadow_sampleTaps( shadowMap,
- sinCos,
- shadowPos,
- filterRadius,
- distToLight,
- esmFactor,
- NUM_PRE_TAPS,
- NUM_TAPS );
-
- // This averages the taps above with the results
- // of the prediction samples.
- shadow *= 0.5;
- }
-
- #endif // SOFTSHADOW_HIGH_QUALITY
-
- #endif // SOFTSHADOW
-
- return shadow;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl
deleted file mode 100644
index 5fcf1b19c..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl
+++ /dev/null
@@ -1,210 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "farFrustumQuad.glsl"
-#include "lightingUtils.glsl"
-#include "../../shadowMap/shadowMapIO_GLSL.h"
-#include "shadergen:/autogenConditioners.h"
-#include "softShadow.glsl"
-#include "../../../gl/lighting.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 wsEyeDir;
-in vec4 ssPos;
-in vec4 vsEyeDir;
-in vec4 color;
-
-#define IN_wsEyeDir wsEyeDir
-#define IN_ssPos ssPos
-#define IN_vsEyeDir vsEyeDir
-#define IN_color color
-
-#ifdef USE_COOKIE_TEX
-
-/// The texture for cookie rendering.
-uniform sampler2D cookieMap;
-
-#endif
-
-uniform sampler2D deferredBuffer;
-uniform sampler2D shadowMap;
-uniform sampler2D dynamicShadowMap;
-
-uniform sampler2D lightBuffer;
-uniform sampler2D colorBuffer;
-uniform sampler2D matInfoBuffer;
-
-uniform vec4 rtParams0;
-
-uniform vec3 lightPosition;
-uniform vec4 lightColor;
-uniform float lightBrightness;
-uniform float lightRange;
-uniform vec2 lightAttenuation;
-uniform vec3 lightDirection;
-uniform vec4 lightSpotParams;
-uniform vec4 lightMapParams;
-
-uniform vec4 vsFarPlane;
-uniform mat4 viewToLightProj;
-uniform mat4 dynamicViewToLightProj;
-
-uniform vec4 lightParams;
-uniform float shadowSoftness;
-
-out vec4 OUT_col;
-
-void main()
-{
- // Compute scene UV
- vec3 ssPos = IN_ssPos.xyz / IN_ssPos.w;
- vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
-
- // Emissive.
- vec4 matInfo = texture( matInfoBuffer, uvScene );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- OUT_col = vec4(0.0, 0.0, 0.0, 0.0);
- return;
- }
-
- vec4 colorSample = texture( colorBuffer, uvScene );
- vec3 subsurface = vec3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = vec3(0.772549, 0.337255, 0.262745);
- else
- subsurface = vec3(0.337255, 0.772549, 0.262745);
- }
-
- // Sample/unpack the normal/z data
- vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
- vec3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Eye ray - Eye -> Pixel
- vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane );
- vec3 viewSpacePos = eyeRay * depth;
-
- // Build light vec, get length, clip pixel if needed
- vec3 lightToPxlVec = viewSpacePos - lightPosition;
- float lenLightV = length( lightToPxlVec );
- lightToPxlVec /= lenLightV;
-
- //lightDirection = vec3( -lightDirection.xy, lightDirection.z ); //vec3( 0, 0, -1 );
- float cosAlpha = dot( lightDirection, lightToPxlVec );
- clip( cosAlpha - lightSpotParams.x );
- clip( lightRange - lenLightV );
-
- float atten = attenuate( lightColor, lightAttenuation, lenLightV );
- atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
- clip( atten - 1e-6 );
- atten = saturate( atten );
-
- float nDotL = dot( normal, -lightToPxlVec );
-
- // Get the shadow texture coordinate
- vec4 pxlPosLightProj = tMul( viewToLightProj, vec4( viewSpacePos, 1 ) );
- vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
- shadowCoord.y = 1.0f - shadowCoord.y;
-
- // Get the dynamic shadow texture coordinate
- vec4 dynpxlPosLightProj = tMul( dynamicViewToLightProj, vec4( viewSpacePos, 1 ) );
- vec2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
- dynshadowCoord.y = 1.0f - dynshadowCoord.y;
- #ifdef NO_SHADOW
-
- float shadowed = 1.0;
-
- #else
-
- // Get a linear depth from the light source.
- float distToLight = pxlPosLightProj.z / lightRange;
-
- float static_shadowed = softShadow_filter( shadowMap,
- ssPos.xy,
- shadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- float dynamic_shadowed = softShadow_filter( dynamicShadowMap,
- ssPos.xy,
- dynshadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
- float shadowed = min(static_shadowed, dynamic_shadowed);
- #endif // !NO_SHADOW
-
- vec3 lightcol = lightColor.rgb;
- #ifdef USE_COOKIE_TEX
-
- // Lookup the cookie sample.
- vec4 cookie = texture( cookieMap, shadowCoord );
-
- // Multiply the light with the cookie tex.
- lightcol *= cookie.rgb;
-
- // Use a maximum channel luminance to attenuate
- // the lighting else we get specular in the dark
- // regions of the cookie texture.
- atten *= max( cookie.r, max( cookie.g, cookie.b ) );
-
- #endif
-
- // NOTE: Do not clip on fully shadowed pixels as it would
- // cause the hardware occlusion query to disable the shadow.
-
- // Specular term
- float specular = AL_CalcSpecular( -lightToPxlVec,
- normal,
- normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
-
- float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
- vec3 lightColorOut = lightMapParams.rgb * lightcol;
- vec4 addToResult = vec4(0.0);
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = nDotL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- shadowed = mix( 1.0f, shadowed, atten );
- lightColorOut = vec3(shadowed);
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl
deleted file mode 100644
index 142e58b10..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl
+++ /dev/null
@@ -1,327 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "farFrustumQuad.glsl"
-#include "../../../gl/torque.glsl"
-#include "../../../gl/lighting.glsl"
-#include "lightingUtils.glsl"
-#include "../../shadowMap/shadowMapIO_GLSL.h"
-#include "softShadow.glsl"
-
-in vec4 hpos;
-in vec2 uv0;
-in vec3 wsEyeRay;
-in vec3 vsEyeRay;
-
-uniform sampler2D shadowMap;
-uniform sampler2D dynamicShadowMap;
-
-#ifdef USE_SSAO_MASK
-uniform sampler2D ssaoMask ;
-uniform vec4 rtParams3;
-#endif
-
-uniform sampler2D deferredBuffer;
-uniform sampler2D lightBuffer;
-uniform sampler2D colorBuffer;
-uniform sampler2D matInfoBuffer;
-uniform vec3 lightDirection;
-uniform vec4 lightColor;
-uniform float lightBrightness;
-uniform vec4 lightAmbient;
-uniform vec3 eyePosWorld;
-uniform mat4x4 eyeMat;
-uniform vec4 atlasXOffset;
-uniform vec4 atlasYOffset;
-uniform vec2 atlasScale;
-uniform vec4 zNearFarInvNearFar;
-uniform vec4 lightMapParams;
-uniform vec2 fadeStartLength;
-uniform vec4 overDarkPSSM;
-uniform float shadowSoftness;
-
-//static shadowMap
-uniform mat4x4 worldToLightProj;
-uniform vec4 scaleX;
-uniform vec4 scaleY;
-uniform vec4 offsetX;
-uniform vec4 offsetY;
-uniform vec4 farPlaneScalePSSM;
-
-//dynamic shadowMap
-uniform mat4x4 dynamicWorldToLightProj;
-uniform vec4 dynamicScaleX;
-uniform vec4 dynamicScaleY;
-uniform vec4 dynamicOffsetX;
-uniform vec4 dynamicOffsetY;
-uniform vec4 dynamicFarPlaneScalePSSM;
-
-vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
- vec2 _texCoord,
- mat4 _worldToLightProj,
- vec4 _worldPos,
- vec4 _scaleX, vec4 _scaleY,
- vec4 _offsetX, vec4 _offsetY,
- vec4 _farPlaneScalePSSM,
- vec4 _atlasXOffset, vec4 _atlasYOffset,
- vec2 _atlasScale,
- float _shadowSoftness,
- float _dotNL ,
- vec4 _overDarkPSSM
-)
-{
-
- // Compute shadow map coordinate
- vec4 pxlPosLightProj = tMul(_worldToLightProj, _worldPos);
- vec2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w;
-
- // Distance to light, in shadowMap space
- float distToLight = pxlPosLightProj.z / pxlPosLightProj.w;
-
- // Figure out which split to sample from. Basically, we compute the shadowMap sample coord
- // for all of the splits and then check if its valid.
- vec4 shadowCoordX = vec4( baseShadowCoord.x );
- vec4 shadowCoordY = vec4( baseShadowCoord.y );
- vec4 farPlaneDists = vec4( distToLight );
- shadowCoordX *= _scaleX;
- shadowCoordY *= _scaleY;
- shadowCoordX += _offsetX;
- shadowCoordY += _offsetY;
- farPlaneDists *= _farPlaneScalePSSM;
-
- // If the shadow sample is within -1..1 and the distance
- // to the light for this pixel is less than the far plane
- // of the split, use it.
- vec4 finalMask;
- if ( shadowCoordX.x > -0.99 && shadowCoordX.x < 0.99 &&
- shadowCoordY.x > -0.99 && shadowCoordY.x < 0.99 &&
- farPlaneDists.x < 1.0 )
- finalMask = vec4(1, 0, 0, 0);
-
- else if ( shadowCoordX.y > -0.99 && shadowCoordX.y < 0.99 &&
- shadowCoordY.y > -0.99 && shadowCoordY.y < 0.99 &&
- farPlaneDists.y < 1.0 )
- finalMask = vec4(0, 1, 0, 0);
-
- else if ( shadowCoordX.z > -0.99 && shadowCoordX.z < 0.99 &&
- shadowCoordY.z > -0.99 && shadowCoordY.z < 0.99 &&
- farPlaneDists.z < 1.0 )
- finalMask = vec4(0, 0, 1, 0);
-
- else
- finalMask = vec4(0, 0, 0, 1);
-
- vec3 debugColor = vec3(0);
-
- #ifdef NO_SHADOW
- debugColor = vec3(1.0);
- #endif
-
- #ifdef PSSM_DEBUG_RENDER
- if ( finalMask.x > 0 )
- debugColor += vec3( 1, 0, 0 );
- else if ( finalMask.y > 0 )
- debugColor += vec3( 0, 1, 0 );
- else if ( finalMask.z > 0 )
- debugColor += vec3( 0, 0, 1 );
- else if ( finalMask.w > 0 )
- debugColor += vec3( 1, 1, 0 );
- #endif
-
- // Here we know what split we're sampling from, so recompute the _texCoord location
- // Yes, we could just use the result from above, but doing it this way actually saves
- // shader instructions.
- vec2 finalScale;
- finalScale.x = dot(finalMask, _scaleX);
- finalScale.y = dot(finalMask, _scaleY);
-
- vec2 finalOffset;
- finalOffset.x = dot(finalMask, _offsetX);
- finalOffset.y = dot(finalMask, _offsetY);
-
- vec2 shadowCoord;
- shadowCoord = baseShadowCoord * finalScale;
- shadowCoord += finalOffset;
-
- // Convert to _texCoord space
- shadowCoord = 0.5 * shadowCoord + vec2(0.5, 0.5);
- shadowCoord.y = 1.0f - shadowCoord.y;
-
- // Move around inside of atlas
- vec2 aOffset;
- aOffset.x = dot(finalMask, _atlasXOffset);
- aOffset.y = dot(finalMask, _atlasYOffset);
-
- shadowCoord *= _atlasScale;
- shadowCoord += aOffset;
-
- // Each split has a different far plane, take this into account.
- float farPlaneScale = dot( _farPlaneScalePSSM, finalMask );
- distToLight *= farPlaneScale;
-
- return vec4(debugColor,
- softShadow_filter( _sourceshadowMap,
- _texCoord,
- shadowCoord,
- farPlaneScale * _shadowSoftness,
- distToLight,
- _dotNL,
- dot( finalMask, _overDarkPSSM ) ) );
-}
-
-out vec4 OUT_col;
-void main()
-{
- // Emissive.
- float4 matInfo = texture( matInfoBuffer, uv0 );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- OUT_col = vec4(1.0, 1.0, 1.0, 0.0);
- return;
- }
-
- vec4 colorSample = texture( colorBuffer, uv0 );
- vec3 subsurface = vec3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = vec3(0.772549, 0.337255, 0.262745);
- else
- subsurface = vec3(0.337255, 0.772549, 0.262745);
- }
-
- // Sample/unpack the normal/z data
- vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 );
- vec3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Use eye ray to get ws pos
- vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f);
-
- // Get the light attenuation.
- float dotNL = dot(-lightDirection, normal);
-
- #ifdef PSSM_DEBUG_RENDER
- vec3 debugColor = vec3(0);
- #endif
-
- #ifdef NO_SHADOW
-
- // Fully unshadowed.
- float shadowed = 1.0;
-
- #ifdef PSSM_DEBUG_RENDER
- debugColor = vec3(1.0);
- #endif
-
- #else
-
- vec4 static_shadowed_colors = AL_VectorLightShadowCast( shadowMap,
- uv0.xy,
- worldToLightProj,
- worldPos,
- scaleX, scaleY,
- offsetX, offsetY,
- farPlaneScalePSSM,
- atlasXOffset, atlasYOffset,
- atlasScale,
- shadowSoftness,
- dotNL,
- overDarkPSSM);
- vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( dynamicShadowMap,
- uv0.xy,
- dynamicWorldToLightProj,
- worldPos,
- dynamicScaleX, dynamicScaleY,
- dynamicOffsetX, dynamicOffsetY,
- dynamicFarPlaneScalePSSM,
- atlasXOffset, atlasYOffset,
- atlasScale,
- shadowSoftness,
- dotNL,
- overDarkPSSM);
- float static_shadowed = static_shadowed_colors.a;
- float dynamic_shadowed = dynamic_shadowed_colors.a;
-
- #ifdef PSSM_DEBUG_RENDER
- debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
- #endif
-
- // Fade out the shadow at the end of the range.
- vec4 zDist = vec4(zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
- float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
-
- static_shadowed = mix( static_shadowed, 1.0, saturate( fadeOutAmt ) );
- dynamic_shadowed = mix( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
-
- // temp for debugging. uncomment one or the other.
- //float shadowed = static_shadowed;
- //float shadowed = dynamic_shadowed;
- float shadowed = min(static_shadowed, dynamic_shadowed);
-
- #ifdef PSSM_DEBUG_RENDER
- if ( fadeOutAmt > 1.0 )
- debugColor = vec3(1.0);
- #endif
-
- #endif // !NO_SHADOW
-
- // Specular term
- float specular = AL_CalcSpecular( -lightDirection,
- normal,
- normalize(-vsEyeRay) ) * lightBrightness * shadowed;
-
- float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
- vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
- vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) );
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = dotNL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- lightColorOut = vec3(shadowed);
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- // Sample the AO texture.
- #ifdef USE_SSAO_MASK
- float ao = 1.0 - texture( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
- addToResult *= ao;
- #endif
-
- #ifdef PSSM_DEBUG_RENDER
- lightColorOut = debugColor;
- #endif
-
- OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/lightingUtils.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/lightingUtils.hlsl
deleted file mode 100644
index 2bff18999..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/lightingUtils.hlsl
+++ /dev/null
@@ -1,51 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-float attenuate( float4 lightColor, float2 attParams, float dist )
-{
- // We're summing the results of a scaled constant,
- // linear, and quadratic attenuation.
-
- #ifdef ACCUMULATE_LUV
- return lightColor.w * ( 1.0 - dot( attParams, float2( dist, dist * dist ) ) );
- #else
- return 1.0 - dot( attParams, float2( dist, dist * dist ) );
- #endif
-}
-
-float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane )
-{
- float denum = dot( plane.xyz, direction.xyz );
- float num = dot( plane, float4( origin, 1.0 ) );
- float t = -num / denum;
-
- return direction.xyz * t;
-}
-
-float3 getDistanceVectorToPlane( float negFarPlaneDotEye, float3 direction, float4 plane )
-{
- float denum = dot( plane.xyz, direction.xyz );
- float t = negFarPlaneDotEye / denum;
-
- return direction.xyz * t;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl
deleted file mode 100644
index a0156eb85..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl
+++ /dev/null
@@ -1,76 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "farFrustumQuad.hlsl"
-#include "lightingUtils.hlsl"
-#include "../../lighting.hlsl"
-#include "../../shaderModel.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-
-struct ConvexConnectP
-{
- float4 pos : TORQUE_POSITION;
- float4 ssPos : TEXCOORD0;
- float3 vsEyeDir : TEXCOORD1;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
-
-uniform float4 lightPosition;
-uniform float4 lightColor;
-uniform float lightRange;
-uniform float4 vsFarPlane;
-uniform float4 rtParams0;
-
-float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
-{
- // Compute scene UV
- float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
- float2 uvScene = getUVFromSSPos(ssPos, rtParams0);
-
- // Sample/unpack the normal/z data
- float4 deferredSample = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
- float3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Eye ray - Eye -> Pixel
- float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir, vsFarPlane);
- float3 viewSpacePos = eyeRay * depth;
-
- // Build light vec, get length, clip pixel if needed
- float3 lightVec = lightPosition.xyz - viewSpacePos;
- float lenLightV = length(lightVec);
- clip(lightRange - lenLightV);
-
- // Do a very simple falloff instead of real attenuation
- float atten = 1.0 - saturate(lenLightV / lightRange);
-
- // Normalize lightVec
- lightVec /= lenLightV;
-
- // N.L * Attenuation
- float Sat_NL_Att = saturate(dot(lightVec, normal)) * atten;
-
- // Output, no specular
- return lightinfoCondition(lightColor.rgb, Sat_NL_Att, 0.0, 0.0);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightV.hlsl
deleted file mode 100644
index faa2ec115..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightV.hlsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../hlslStructs.hlsl"
-#include "../../shaderModel.hlsl"
-
-struct ConvexConnectV
-{
- float4 hpos : TORQUE_POSITION;
- float4 ssPos : TEXCOORD0;
- float3 vsEyeDir : TEXCOORD1;
-};
-
-uniform float4x4 viewProj;
-uniform float4x4 view;
-uniform float3 particlePosWorld;
-uniform float lightRange;
-
-ConvexConnectV main( VertexIn_P IN )
-{
- ConvexConnectV OUT;
- float4 pos = float4(IN.pos, 0.0);
- float4 vPosWorld = pos + float4(particlePosWorld, 0.0) + pos * lightRange;
- OUT.hpos = mul(viewProj, vPosWorld);
- OUT.vsEyeDir = mul(view, vPosWorld);
- OUT.ssPos = OUT.hpos;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl
deleted file mode 100644
index 317feb0b3..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl
+++ /dev/null
@@ -1,277 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-
-#include "farFrustumQuad.hlsl"
-#include "lightingUtils.hlsl"
-#include "../../lighting.hlsl"
-#include "../shadowMap/shadowMapIO_HLSL.h"
-#include "softShadow.hlsl"
-#include "../../torque.hlsl"
-
-struct ConvexConnectP
-{
- float4 pos : TORQUE_POSITION;
- float4 wsEyeDir : TEXCOORD0;
- float4 ssPos : TEXCOORD1;
- float4 vsEyeDir : TEXCOORD2;
-};
-
-
-#ifdef USE_COOKIE_TEX
-
-/// The texture for cookie rendering.
-TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3);
-
-#endif
-
-
-#ifdef SHADOW_CUBE
-
- float3 decodeShadowCoord( float3 shadowCoord )
- {
- return shadowCoord;
- }
-
- float4 shadowSample( TORQUE_SAMPLERCUBE(shadowMap), float3 shadowCoord )
- {
- return TORQUE_TEXCUBE( shadowMap, shadowCoord );
- }
-
-#else
-
- float3 decodeShadowCoord( float3 paraVec )
- {
- // Flip y and z
- paraVec = paraVec.xzy;
-
- #ifndef SHADOW_PARABOLOID
-
- bool calcBack = (paraVec.z < 0.0);
- if ( calcBack )
- {
- paraVec.z = paraVec.z * -1.0;
-
- #ifdef SHADOW_DUALPARABOLOID
- paraVec.x = -paraVec.x;
- #endif
- }
-
- #endif
-
- float3 shadowCoord;
- shadowCoord.x = (paraVec.x / (2*(1 + paraVec.z))) + 0.5;
- shadowCoord.y = 1-((paraVec.y / (2*(1 + paraVec.z))) + 0.5);
- shadowCoord.z = 0;
-
- // adjust the co-ordinate slightly if it is near the extent of the paraboloid
- // this value was found via experementation
- // NOTE: this is wrong, it only biases in one direction, not towards the uv
- // center ( 0.5 0.5 ).
- //shadowCoord.xy *= 0.997;
-
- #ifndef SHADOW_PARABOLOID
-
- // If this is the back, offset in the atlas
- if ( calcBack )
- shadowCoord.x += 1.0;
-
- // Atlasing front and back maps, so scale
- shadowCoord.x *= 0.5;
-
- #endif
-
- return shadowCoord;
- }
-
-#endif
-
-TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
-
-#ifdef SHADOW_CUBE
-TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1);
-#else
-TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
-TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2);
-#endif
-
-TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
-TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
-TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
-
-uniform float4 rtParams0;
-uniform float4 lightColor;
-
-uniform float lightBrightness;
-uniform float3 lightPosition;
-
-uniform float4 lightMapParams;
-uniform float4 vsFarPlane;
-uniform float4 lightParams;
-
-uniform float lightRange;
-uniform float shadowSoftness;
-uniform float2 lightAttenuation;
-
-uniform float3x3 viewToLightProj;
-uniform float3x3 dynamicViewToLightProj;
-
-float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
-{
- // Compute scene UV
- float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
- float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
-
- // Emissive.
- float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- return float4(0.0, 0.0, 0.0, 0.0);
- }
- float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
- float3 subsurface = float3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = float3(0.772549, 0.337255, 0.262745);
- else
- subsurface = float3(0.337255, 0.772549, 0.262745);
- }
-
- // Sample/unpack the normal/z data
- float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
- float3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Eye ray - Eye -> Pixel
- float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
- float3 viewSpacePos = eyeRay * depth;
-
- // Build light vec, get length, clip pixel if needed
- float3 lightVec = lightPosition - viewSpacePos;
- float lenLightV = length( lightVec );
- clip( lightRange - lenLightV );
-
- // Get the attenuated falloff.
- float atten = attenuate( lightColor, lightAttenuation, lenLightV );
- clip( atten - 1e-6 );
-
- // Normalize lightVec
- lightVec /= lenLightV;
-
- // If we can do dynamic branching then avoid wasting
- // fillrate on pixels that are backfacing to the light.
- float nDotL = dot( lightVec, normal );
- //DB_CLIP( nDotL < 0 );
-
- #ifdef NO_SHADOW
-
- float shadowed = 1.0;
-
- #else
-
- // Get a linear depth from the light source.
- float distToLight = lenLightV / lightRange;
-
- #ifdef SHADOW_CUBE
-
- // TODO: We need to fix shadow cube to handle soft shadows!
- float occ = TORQUE_TEXCUBE( shadowMap, mul( viewToLightProj, -lightVec ) ).r;
- float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
-
- #else
-
- // Static
- float2 shadowCoord = decodeShadowCoord( mul( viewToLightProj, -lightVec ) ).xy;
- float static_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
- ssPos.xy,
- shadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- // Dynamic
- float2 dynamicShadowCoord = decodeShadowCoord( mul( dynamicViewToLightProj, -lightVec ) ).xy;
- float dynamic_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
- ssPos.xy,
- dynamicShadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- float shadowed = min(static_shadowed, dynamic_shadowed);
-
- #endif
-
- #endif // !NO_SHADOW
-
- float3 lightcol = lightColor.rgb;
- #ifdef USE_COOKIE_TEX
-
- // Lookup the cookie sample.
- float4 cookie = TORQUE_TEXCUBE( cookieMap, mul( viewToLightProj, -lightVec ) );
-
- // Multiply the light with the cookie tex.
- lightcol *= cookie.rgb;
-
- // Use a maximum channel luminance to attenuate
- // the lighting else we get specular in the dark
- // regions of the cookie texture.
- atten *= max( cookie.r, max( cookie.g, cookie.b ) );
-
- #endif
-
- // NOTE: Do not clip on fully shadowed pixels as it would
- // cause the hardware occlusion query to disable the shadow.
-
- // Specular term
- float specular = AL_CalcSpecular( lightVec,
- normal,
- normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
-
- float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
- float3 lightColorOut = lightMapParams.rgb * lightcol;
- float4 addToResult = 0.0;
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = nDotL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- shadowed = lerp( 1.0f, shadowed, atten );
- lightColorOut = shadowed;
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/softShadow.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/softShadow.hlsl
deleted file mode 100644
index 0faf3e1fb..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/softShadow.hlsl
+++ /dev/null
@@ -1,158 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-
-#if defined( SOFTSHADOW ) && defined( SOFTSHADOW_HIGH_QUALITY )
-
-#define NUM_PRE_TAPS 4
-#define NUM_TAPS 12
-
-/// The non-uniform poisson disk used in the
-/// high quality shadow filtering.
-static float2 sNonUniformTaps[NUM_TAPS] =
-{
- // These first 4 taps are located around the edges
- // of the disk and are used to predict fully shadowed
- // or unshadowed areas.
- { 0.992833, 0.979309 },
- { -0.998585, 0.985853 },
- { 0.949299, -0.882562 },
- { -0.941358, -0.893924 },
-
- // The rest of the samples.
- { 0.545055, -0.589072 },
- { 0.346526, 0.385821 },
- { -0.260183, 0.334412 },
- { 0.248676, -0.679605 },
- { -0.569502, -0.390637 },
- { -0.614096, 0.212577 },
- { -0.259178, 0.876272 },
- { 0.649526, 0.864333 },
-};
-
-#else
-
-#define NUM_PRE_TAPS 5
-
-/// The non-uniform poisson disk used in the
-/// high quality shadow filtering.
-static float2 sNonUniformTaps[NUM_PRE_TAPS] =
-{
- { 0.892833, 0.959309 },
- { -0.941358, -0.873924 },
- { -0.260183, 0.334412 },
- { 0.348676, -0.679605 },
- { -0.569502, -0.390637 },
-};
-
-#endif
-
-
-/// The texture used to do per-pixel pseudorandom
-/// rotations of the filter taps.
-TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 4);
-
-float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
- float2 sinCos,
- float2 shadowPos,
- float filterRadius,
- float distToLight,
- float esmFactor,
- int startTap,
- int endTap )
-{
- float shadow = 0;
-
- float2 tap = 0;
- for ( int t = startTap; t < endTap; t++ )
- {
- tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius;
- tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius;
- float occluder = TORQUE_TEX2DLOD( shadowMap1, float4( shadowPos + tap, 0, 0 ) ).r;
-
- float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
- shadow += esm / float( endTap - startTap );
- }
-
- return shadow;
-}
-
-
-float softShadow_filter( TORQUE_SAMPLER2D(shadowMap),
- float2 vpos,
- float2 shadowPos,
- float filterRadius,
- float distToLight,
- float dotNL,
- float esmFactor )
-{
- #ifndef SOFTSHADOW
-
- // If softshadow is undefined then we skip any complex
- // filtering... just do a single sample ESM.
-
- float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos, 0, 0)).r;
- float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
-
- #else
- // Lookup the random rotation for this screen pixel.
- float2 sinCos = ( TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16, 0, 0)).rg - 0.5) * 2;
-
- // Do the prediction taps first.
- float shadow = softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
- sinCos,
- shadowPos,
- filterRadius,
- distToLight,
- esmFactor,
- 0,
- NUM_PRE_TAPS );
-
- // We live with only the pretap results if we don't
- // have high quality shadow filtering enabled.
- #ifdef SOFTSHADOW_HIGH_QUALITY
-
- // Only do the expensive filtering if we're really
- // in a partially shadowed area.
- if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 )
- {
- shadow += softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
- sinCos,
- shadowPos,
- filterRadius,
- distToLight,
- esmFactor,
- NUM_PRE_TAPS,
- NUM_TAPS );
-
- // This averages the taps above with the results
- // of the prediction samples.
- shadow *= 0.5;
- }
-
- #endif // SOFTSHADOW_HIGH_QUALITY
-
- #endif // SOFTSHADOW
-
- return shadow;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl
deleted file mode 100644
index 196286dc2..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl
+++ /dev/null
@@ -1,209 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-#include "farFrustumQuad.hlsl"
-#include "lightingUtils.hlsl"
-#include "../../lighting.hlsl"
-#include "../shadowMap/shadowMapIO_HLSL.h"
-#include "softShadow.hlsl"
-#include "../../torque.hlsl"
-
-struct ConvexConnectP
-{
- float4 pos : TORQUE_POSITION;
- float4 wsEyeDir : TEXCOORD0;
- float4 ssPos : TEXCOORD1;
- float4 vsEyeDir : TEXCOORD2;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
-TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
-TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2);
-
-#ifdef USE_COOKIE_TEX
-
-/// The texture for cookie rendering.
-TORQUE_UNIFORM_SAMPLER2D(cookieMap, 3);
-
-#endif
-
-TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
-TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
-TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
-
-uniform float4 rtParams0;
-
-uniform float lightBrightness;
-uniform float3 lightPosition;
-
-uniform float4 lightColor;
-
-uniform float lightRange;
-uniform float3 lightDirection;
-
-uniform float4 lightSpotParams;
-uniform float4 lightMapParams;
-uniform float4 vsFarPlane;
-uniform float4x4 viewToLightProj;
-uniform float4 lightParams;
-uniform float4x4 dynamicViewToLightProj;
-
-uniform float2 lightAttenuation;
-uniform float shadowSoftness;
-
-float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
-{
- // Compute scene UV
- float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
- float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
-
- // Emissive.
- float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- return float4(0.0, 0.0, 0.0, 0.0);
- }
-
- float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
- float3 subsurface = float3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = float3(0.772549, 0.337255, 0.262745);
- else
- subsurface = float3(0.337255, 0.772549, 0.262745);
- }
-
- // Sample/unpack the normal/z data
- float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
- float3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Eye ray - Eye -> Pixel
- float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
- float3 viewSpacePos = eyeRay * depth;
-
- // Build light vec, get length, clip pixel if needed
- float3 lightToPxlVec = viewSpacePos - lightPosition;
- float lenLightV = length( lightToPxlVec );
- lightToPxlVec /= lenLightV;
-
- //lightDirection = float3( -lightDirection.xy, lightDirection.z ); //float3( 0, 0, -1 );
- float cosAlpha = dot( lightDirection, lightToPxlVec );
- clip( cosAlpha - lightSpotParams.x );
- clip( lightRange - lenLightV );
-
- float atten = attenuate( lightColor, lightAttenuation, lenLightV );
- atten *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
- clip( atten - 1e-6 );
- atten = saturate( atten );
-
- float nDotL = dot( normal, -lightToPxlVec );
-
- // Get the shadow texture coordinate
- float4 pxlPosLightProj = mul( viewToLightProj, float4( viewSpacePos, 1 ) );
- float2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
- shadowCoord.y = 1.0f - shadowCoord.y;
-
- // Get the dynamic shadow texture coordinate
- float4 dynpxlPosLightProj = mul( dynamicViewToLightProj, float4( viewSpacePos, 1 ) );
- float2 dynshadowCoord = ( ( dynpxlPosLightProj.xy / dynpxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
- dynshadowCoord.y = 1.0f - dynshadowCoord.y;
-
- #ifdef NO_SHADOW
-
- float shadowed = 1.0;
-
- #else
-
- // Get a linear depth from the light source.
- float distToLight = pxlPosLightProj.z / lightRange;
-
- float static_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
- ssPos.xy,
- shadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
-
- float dynamic_shadowed = softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
- ssPos.xy,
- dynshadowCoord,
- shadowSoftness,
- distToLight,
- nDotL,
- lightParams.y );
- float shadowed = min(static_shadowed, dynamic_shadowed);
- #endif // !NO_SHADOW
-
- float3 lightcol = lightColor.rgb;
- #ifdef USE_COOKIE_TEX
-
- // Lookup the cookie sample.
- float4 cookie = TORQUE_TEX2D( cookieMap, shadowCoord );
-
- // Multiply the light with the cookie tex.
- lightcol *= cookie.rgb;
-
- // Use a maximum channel luminance to attenuate
- // the lighting else we get specular in the dark
- // regions of the cookie texture.
- atten *= max( cookie.r, max( cookie.g, cookie.b ) );
-
- #endif
-
- // NOTE: Do not clip on fully shadowed pixels as it would
- // cause the hardware occlusion query to disable the shadow.
-
- // Specular term
- float specular = AL_CalcSpecular( -lightToPxlVec,
- normal,
- normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
-
- float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
- float3 lightColorOut = lightMapParams.rgb * lightcol;
- float4 addToResult = 0.0;
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = nDotL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- shadowed = lerp( 1.0f, shadowed, atten );
- lightColorOut = shadowed;
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl
deleted file mode 100644
index c5efde242..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl
+++ /dev/null
@@ -1,328 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-#include "farFrustumQuad.hlsl"
-#include "../../torque.hlsl"
-#include "../../lighting.hlsl"
-#include "lightingUtils.hlsl"
-#include "../shadowMap/shadowMapIO_HLSL.h"
-#include "softShadow.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
-TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
-TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2);
-
-#ifdef USE_SSAO_MASK
-TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 3);
-uniform float4 rtParams3;
-#endif
-//register 4?
-TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
-TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
-TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
-
-uniform float lightBrightness;
-uniform float3 lightDirection;
-
-uniform float4 lightColor;
-uniform float4 lightAmbient;
-
-uniform float shadowSoftness;
-uniform float3 eyePosWorld;
-
-uniform float4 atlasXOffset;
-uniform float4 atlasYOffset;
-uniform float4 zNearFarInvNearFar;
-uniform float4 lightMapParams;
-uniform float4 farPlaneScalePSSM;
-uniform float4 overDarkPSSM;
-
-uniform float2 fadeStartLength;
-uniform float2 atlasScale;
-
-uniform float4x4 eyeMat;
-
-// Static Shadows
-uniform float4x4 worldToLightProj;
-uniform float4 scaleX;
-uniform float4 scaleY;
-uniform float4 offsetX;
-uniform float4 offsetY;
-// Dynamic Shadows
-uniform float4x4 dynamicWorldToLightProj;
-uniform float4 dynamicScaleX;
-uniform float4 dynamicScaleY;
-uniform float4 dynamicOffsetX;
-uniform float4 dynamicOffsetY;
-uniform float4 dynamicFarPlaneScalePSSM;
-
-float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
- float2 texCoord,
- float4x4 worldToLightProj,
- float4 worldPos,
- float4 scaleX,
- float4 scaleY,
- float4 offsetX,
- float4 offsetY,
- float4 farPlaneScalePSSM,
- float4 atlasXOffset,
- float4 atlasYOffset,
- float2 atlasScale,
- float shadowSoftness,
- float dotNL ,
- float4 overDarkPSSM)
-{
- // Compute shadow map coordinate
- float4 pxlPosLightProj = mul(worldToLightProj, worldPos);
- float2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w;
-
- // Distance to light, in shadowmap space
- float distToLight = pxlPosLightProj.z / pxlPosLightProj.w;
-
- // Figure out which split to sample from. Basically, we compute the shadowmap sample coord
- // for all of the splits and then check if its valid.
- float4 shadowCoordX = baseShadowCoord.xxxx;
- float4 shadowCoordY = baseShadowCoord.yyyy;
- float4 farPlaneDists = distToLight.xxxx;
- shadowCoordX *= scaleX;
- shadowCoordY *= scaleY;
- shadowCoordX += offsetX;
- shadowCoordY += offsetY;
- farPlaneDists *= farPlaneScalePSSM;
-
- // If the shadow sample is within -1..1 and the distance
- // to the light for this pixel is less than the far plane
- // of the split, use it.
- float4 finalMask;
- if ( shadowCoordX.x > -0.99 && shadowCoordX.x < 0.99 &&
- shadowCoordY.x > -0.99 && shadowCoordY.x < 0.99 &&
- farPlaneDists.x < 1.0 )
- finalMask = float4(1, 0, 0, 0);
-
- else if ( shadowCoordX.y > -0.99 && shadowCoordX.y < 0.99 &&
- shadowCoordY.y > -0.99 && shadowCoordY.y < 0.99 &&
- farPlaneDists.y < 1.0 )
- finalMask = float4(0, 1, 0, 0);
-
- else if ( shadowCoordX.z > -0.99 && shadowCoordX.z < 0.99 &&
- shadowCoordY.z > -0.99 && shadowCoordY.z < 0.99 &&
- farPlaneDists.z < 1.0 )
- finalMask = float4(0, 0, 1, 0);
-
- else
- finalMask = float4(0, 0, 0, 1);
-
- float3 debugColor = float3(0,0,0);
-
- #ifdef NO_SHADOW
- debugColor = float3(1.0,1.0,1.0);
- #endif
-
- #ifdef PSSM_DEBUG_RENDER
- if ( finalMask.x > 0 )
- debugColor += float3( 1, 0, 0 );
- else if ( finalMask.y > 0 )
- debugColor += float3( 0, 1, 0 );
- else if ( finalMask.z > 0 )
- debugColor += float3( 0, 0, 1 );
- else if ( finalMask.w > 0 )
- debugColor += float3( 1, 1, 0 );
- #endif
-
- // Here we know what split we're sampling from, so recompute the texcoord location
- // Yes, we could just use the result from above, but doing it this way actually saves
- // shader instructions.
- float2 finalScale;
- finalScale.x = dot(finalMask, scaleX);
- finalScale.y = dot(finalMask, scaleY);
-
- float2 finalOffset;
- finalOffset.x = dot(finalMask, offsetX);
- finalOffset.y = dot(finalMask, offsetY);
-
- float2 shadowCoord;
- shadowCoord = baseShadowCoord * finalScale;
- shadowCoord += finalOffset;
-
- // Convert to texcoord space
- shadowCoord = 0.5 * shadowCoord + float2(0.5, 0.5);
- shadowCoord.y = 1.0f - shadowCoord.y;
-
- // Move around inside of atlas
- float2 aOffset;
- aOffset.x = dot(finalMask, atlasXOffset);
- aOffset.y = dot(finalMask, atlasYOffset);
-
- shadowCoord *= atlasScale;
- shadowCoord += aOffset;
-
- // Each split has a different far plane, take this into account.
- float farPlaneScale = dot( farPlaneScalePSSM, finalMask );
- distToLight *= farPlaneScale;
-
- return float4(debugColor,
- softShadow_filter( TORQUE_SAMPLER2D_MAKEARG(sourceShadowMap),
- texCoord,
- shadowCoord,
- farPlaneScale * shadowSoftness,
- distToLight,
- dotNL,
- dot( finalMask, overDarkPSSM ) ) );
-};
-
-float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
-{
- // Emissive.
- float4 matInfo = TORQUE_TEX2D( matInfoBuffer, IN.uv0 );
- bool emissive = getFlag( matInfo.r, 0 );
- if ( emissive )
- {
- return float4(1.0, 1.0, 1.0, 0.0);
- }
-
- float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
- float3 subsurface = float3(0.0,0.0,0.0);
- if (getFlag( matInfo.r, 1 ))
- {
- subsurface = colorSample.rgb;
- if (colorSample.r>colorSample.g)
- subsurface = float3(0.772549, 0.337255, 0.262745);
- else
- subsurface = float3(0.337255, 0.772549, 0.262745);
- }
- // Sample/unpack the normal/z data
- float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, IN.uv0 );
- float3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
-
- // Use eye ray to get ws pos
- float4 worldPos = float4(eyePosWorld + IN.wsEyeRay * depth, 1.0f);
-
- // Get the light attenuation.
- float dotNL = dot(-lightDirection, normal);
-
- #ifdef PSSM_DEBUG_RENDER
- float3 debugColor = float3(0,0,0);
- #endif
-
- #ifdef NO_SHADOW
-
- // Fully unshadowed.
- float shadowed = 1.0;
-
- #ifdef PSSM_DEBUG_RENDER
- debugColor = float3(1.0,1.0,1.0);
- #endif
-
- #else
-
- float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
- IN.uv0.xy,
- worldToLightProj,
- worldPos,
- scaleX, scaleY,
- offsetX, offsetY,
- farPlaneScalePSSM,
- atlasXOffset, atlasYOffset,
- atlasScale,
- shadowSoftness,
- dotNL,
- overDarkPSSM);
- float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
- IN.uv0.xy,
- dynamicWorldToLightProj,
- worldPos,
- dynamicScaleX, dynamicScaleY,
- dynamicOffsetX, dynamicOffsetY,
- dynamicFarPlaneScalePSSM,
- atlasXOffset, atlasYOffset,
- atlasScale,
- shadowSoftness,
- dotNL,
- overDarkPSSM);
-
- float static_shadowed = static_shadowed_colors.a;
- float dynamic_shadowed = dynamic_shadowed_colors.a;
-
- #ifdef PSSM_DEBUG_RENDER
- debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
- #endif
-
- // Fade out the shadow at the end of the range.
- float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
- float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
-
- static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
- dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
-
- // temp for debugging. uncomment one or the other.
- //float shadowed = static_shadowed;
- //float shadowed = dynamic_shadowed;
- float shadowed = min(static_shadowed, dynamic_shadowed);
-
- #ifdef PSSM_DEBUG_RENDER
- if ( fadeOutAmt > 1.0 )
- debugColor = 1.0;
- #endif
-
- #endif // !NO_SHADOW
-
- // Specular term
- float specular = AL_CalcSpecular( -lightDirection,
- normal,
- normalize(-IN.vsEyeRay) ) * lightBrightness * shadowed;
-
- float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
- float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
-
- float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
-
- // TODO: This needs to be removed when lightmapping is disabled
- // as its extra work per-pixel on dynamic lit scenes.
- //
- // Special lightmapping pass.
- if ( lightMapParams.a < 0.0 )
- {
- // This disables shadows on the backsides of objects.
- shadowed = dotNL < 0.0f ? 1.0f : shadowed;
-
- Sat_NL_Att = 1.0f;
- lightColorOut = shadowed;
- specular *= lightBrightness;
- addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
- }
-
- // Sample the AO texture.
- #ifdef USE_SSAO_MASK
- float ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
- addToResult *= ao;
- #endif
-
- #ifdef PSSM_DEBUG_RENDER
- lightColorOut = debugColor;
- #endif
-
- return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterP.glsl b/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterP.glsl
deleted file mode 100644
index 9b510e0cf..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterP.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-
-uniform sampler2D diffuseMap;
-
-in vec2 uv;
-
-uniform vec2 oneOverTargetSize;
-
-const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
-const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = texture( diffuseMap, uv ) * weight[0];
-
- for ( int i=1; i < 3; i++ )
- {
- vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
- OUT_col += texture( diffuseMap, uv + _sample ) * weight[i];
- OUT_col += texture( diffuseMap, uv - _sample ) * weight[i];
- }
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterV.glsl b/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterV.glsl
deleted file mode 100644
index 67b5f1378..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/basic/gl/shadowFilterV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform vec4 rtParams0;
-
-out vec2 uv;
-
-void main()
-{
- gl_Position = vPosition;
- uv = viewportCoordToRenderTarget( vTexCoord0.st, rtParams0 );
- gl_Position.y *= -1; //correct ssp
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterP.hlsl
deleted file mode 100644
index cf819eed3..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterP.hlsl
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../postFx/postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv : TEXCOORD0;
-};
-
-static float offset[3] = { 0.0, 1.3846153846, 3.2307692308 };
-static float weight[3] = { 0.2270270270, 0.3162162162, 0.0702702703 };
-
-uniform float2 oneOverTargetSize;
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
- float4 OUT = TORQUE_TEX2D( diffuseMap, IN.uv ) * weight[0];
-
- for ( int i=1; i < 3; i++ )
- {
- float2 sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv + sample ) * weight[i];
- OUT += TORQUE_TEX2D(diffuseMap, IN.uv - sample) * weight[i];
- }
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterV.hlsl
deleted file mode 100644
index d0838016b..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/basic/shadowFilterV.hlsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../postFx/postFx.hlsl"
-#include "../../torque.hlsl"
-
-float4 rtParams0;
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv : TEXCOORD0;
-};
-
-VertToPix main( PFXVert IN )
-{
- VertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1.0);
- OUT.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterP.hlsl
deleted file mode 100644
index a187c3c63..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterP.hlsl
+++ /dev/null
@@ -1,82 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//*****************************************************************************
-// Box Filter
-//*****************************************************************************
-#include "../ShaderModel.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 tex0 : TEXCOORD0;
-};
-
-// If not defined from ShaderData then define
-// the default blur kernel size here.
-//#ifndef blurSamples
-// #define blurSamples 4
-//#endif
-
-float log_conv ( float x0, float X, float y0, float Y )
-{
- return (X + log(x0 + (y0 * exp(Y - X))));
-}
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap0, 0);
-uniform float texSize : register(C0);
-uniform float2 blurDimension : register(C2);
-uniform float2 blurBoundaries : register(C3);
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- // 5x5
- if (IN.tex0.x <= blurBoundaries.x)
- {
- float texelSize = 1.2f / texSize;
- float2 sampleOffset = texelSize * blurDimension;
- //float2 offset = 0.5 * float( blurSamples ) * sampleOffset;
-
- float2 texCoord = IN.tex0;
-
- float accum = log_conv(0.3125, TORQUE_TEX2D(diffuseMap0, texCoord - sampleOffset), 0.375, tex2D(diffuseMap0, texCoord));
- accum = log_conv(1, accum, 0.3125, TORQUE_TEX2D(diffuseMap0, texCoord + sampleOffset));
-
- return accum;
- } else {
- // 3x3
- if (IN.tex0.x <= blurBoundaries.y)
- {
- float texelSize = 1.3f / texSize;
- float2 sampleOffset = texelSize * blurDimension;
- //float2 offset = 0.5 * float( blurSamples ) * sampleOffset;
-
- float2 texCoord = IN.tex0;
- float accum = log_conv(0.5, tex2D(diffuseMap0, texCoord - sampleOffset), 0.5, tex2D(diffuseMap0, texCoord + sampleOffset));
-
- return accum;
- } else {
- return TORQUE_TEX2D(diffuseMap0, IN.tex0);
- }
- }
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterV.hlsl b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterV.hlsl
deleted file mode 100644
index 3679e41bb..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/boxFilterV.hlsl
+++ /dev/null
@@ -1,57 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//*****************************************************************************
-// Box Filter
-//*****************************************************************************
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-#include "../ShaderModel.hlsl"
-
-struct VertData
-{
- float3 position : POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 tex0 : TEXCOORD0;
-};
-
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertData IN,
- uniform float4x4 modelview : register(C0))
-{
- ConnectData OUT;
-
- OUT.hpos = mul(modelview, float4(IN.position,1.0));
- OUT.tex0 = IN.texCoord;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterP.glsl b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterP.glsl
deleted file mode 100644
index d4e05132b..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterP.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define blurSamples 4.0
-
-uniform sampler2D diffuseMap0;
-uniform float texSize;
-uniform vec2 blurDimension;
-
-in vec2 tex0;
-
-out vec4 OUT_col;
-
-void main()
-{
- // Preshader
- float TexelSize = 1.0 / texSize;
- vec2 SampleOffset = TexelSize * blurDimension;
- vec2 Offset = 0.5 * float(blurSamples - 1.0) * SampleOffset;
-
- vec2 BaseTexCoord = tex0 - Offset;
-
- vec4 accum = vec4(0.0, 0.0, 0.0, 0.0);
- for(int i = 0; i < int(blurSamples); i++)
- {
- accum += texture(diffuseMap0, BaseTexCoord + float(i) * SampleOffset);
- }
- accum /= blurSamples;
- OUT_col = accum;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterV.glsl b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterV.glsl
deleted file mode 100644
index 9fc436f6c..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/gl/boxFilterV.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform mat4 modelview;
-
-out vec2 tex0;
-
-void main()
-{
- gl_Position = modelview * vPosition;
- tex0 = vTexCoord0.st;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO.h b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO.h
deleted file mode 100644
index 84ef6b6a8..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO.h
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//#define SM_Fmt_R8G8B8A8
-
-#define pkDepthBitShft 65536.0
-#define pkDepthChanMax 256.0
-#define bias -0.5/255.0
-#define coeff 0.9999991
-//#define coeff 1.0
-
-float4 encodeShadowMap( float depth )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return frac( float4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + bias;
-
- //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
- //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256));
-#else
- return depth;
-#endif
-}
-
-float decodeShadowMap( float4 smSample )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return dot( smSample, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
-#else
- return smSample.x;
-#endif
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_GLSL.h b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_GLSL.h
deleted file mode 100644
index 10d69b834..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_GLSL.h
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//#define SM_Fmt_R8G8B8A8
-
-#define pkDepthBitShft 65536.0
-#define pkDepthChanMax 256.0
-#define bias -0.5/255.0
-#define coeff 0.9999991
-//#define coeff 1.0
-
-vec4 encodeShadowMap( float depth )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return frac( vec4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + vec4(bias);
-
- //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
- //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256));
-#else
- return vec4(depth);
-#endif
-}
-
-float decodeShadowMap( vec4 smSample )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return dot( smSample, vec4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
-#else
- return smSample.x;
-#endif
-}
diff --git a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_HLSL.h b/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_HLSL.h
deleted file mode 100644
index 84ef6b6a8..000000000
--- a/Templates/BaseGame/game/core/shaders/lighting/shadowMap/shadowMapIO_HLSL.h
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//#define SM_Fmt_R8G8B8A8
-
-#define pkDepthBitShft 65536.0
-#define pkDepthChanMax 256.0
-#define bias -0.5/255.0
-#define coeff 0.9999991
-//#define coeff 1.0
-
-float4 encodeShadowMap( float depth )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return frac( float4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + bias;
-
- //float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
- //return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256));
-#else
- return depth;
-#endif
-}
-
-float decodeShadowMap( float4 smSample )
-{
-#if defined(SM_Fmt_R8G8B8A8)
- return dot( smSample, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
-#else
- return smSample.x;
-#endif
-}
diff --git a/Templates/BaseGame/game/core/shaders/particleCompositeP.hlsl b/Templates/BaseGame/game/core/shaders/particleCompositeP.hlsl
deleted file mode 100644
index 6e26ddbdb..000000000
--- a/Templates/BaseGame/game/core/shaders/particleCompositeP.hlsl
+++ /dev/null
@@ -1,61 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "torque.hlsl"
-#include "shaderModel.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(colorSource, 0);
-uniform float4 offscreenTargetParams;
-
-#ifdef TORQUE_LINEAR_DEPTH
-#define REJECT_EDGES
-TORQUE_UNIFORM_SAMPLER2D(edgeSource, 1);
-uniform float4 edgeTargetParams;
-#endif
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 offscreenPos : TEXCOORD0;
- float4 backbufferPos : TEXCOORD1;
-};
-
-
-float4 main(Conn IN) : TORQUE_TARGET0
-{
- // Off-screen particle source screenspace position in XY
- // Back-buffer screenspace position in ZW
- float4 ssPos = float4(IN.offscreenPos.xy / IN.offscreenPos.w, IN.backbufferPos.xy / IN.backbufferPos.w);
-
- float4 uvScene = ( ssPos + 1.0 ) / 2.0;
- uvScene.yw = 1.0 - uvScene.yw;
- uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams);
-
-#ifdef REJECT_EDGES
- // Cut out particles along the edges, this will create the stencil mask
- uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams);
- float edge = TORQUE_TEX2D( edgeSource, uvScene.zw ).r;
- clip( -edge );
-#endif
-
- // Sample offscreen target and return
- return TORQUE_TEX2D( colorSource, uvScene.xy );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/particleCompositeV.hlsl b/Templates/BaseGame/game/core/shaders/particleCompositeV.hlsl
deleted file mode 100644
index c4c51204a..000000000
--- a/Templates/BaseGame/game/core/shaders/particleCompositeV.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Vertex
-{
- float3 pos : POSITION;
- float4 uvCoord : COLOR0;
-};
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 offscreenPos : TEXCOORD0;
- float4 backbufferPos : TEXCOORD1;
-};
-
-uniform float4 screenRect; // point, extent
-
-Conn main(Vertex IN)
-{
- Conn OUT;
-
- OUT.hpos = float4(IN.uvCoord.xy, 1.0, 1.0);
- OUT.hpos.xy *= screenRect.zw;
- OUT.hpos.xy += screenRect.xy;
-
- OUT.backbufferPos = OUT.hpos;
- OUT.offscreenPos = OUT.hpos;
-
- return OUT;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/particlesP.hlsl b/Templates/BaseGame/game/core/shaders/particlesP.hlsl
deleted file mode 100644
index 155107d8b..000000000
--- a/Templates/BaseGame/game/core/shaders/particlesP.hlsl
+++ /dev/null
@@ -1,109 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "torque.hlsl"
-#include "shaderModel.hlsl"
-// With advanced lighting we get soft particles.
-#ifdef TORQUE_LINEAR_DEPTH
- #define SOFTPARTICLES
-#endif
-
-#ifdef SOFTPARTICLES
-
- #include "shaderModelAutoGen.hlsl"
-
- uniform float oneOverSoftness;
- uniform float oneOverFar;
- TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
- //uniform float3 vEye;
- uniform float4 deferredTargetParams;
-#endif
-
-#define CLIP_Z // TODO: Make this a proper macro
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : TEXCOORD0;
- float2 uv0 : TEXCOORD1;
- float4 pos : TEXCOORD2;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-TORQUE_UNIFORM_SAMPLER2D(paraboloidLightMap, 2);
-
-float4 lmSample( float3 nrm )
-{
- bool calcBack = (nrm.z < 0.0);
- if ( calcBack )
- nrm.z = nrm.z * -1.0;
-
- float2 lmCoord;
- lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5;
- lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5);
-
-
- // If this is the back, offset in the atlas
- if ( calcBack )
- lmCoord.x += 1.0;
-
- // Atlasing front and back maps, so scale
- lmCoord.x *= 0.5;
-
- return TORQUE_TEX2D(paraboloidLightMap, lmCoord);
-}
-
-
-uniform float alphaFactor;
-uniform float alphaScale;
-
-float4 main( Conn IN ) : TORQUE_TARGET0
-{
- float softBlend = 1;
-
- #ifdef SOFTPARTICLES
- float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w;
- tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams);
-
- float sceneDepth = TORQUE_DEFERRED_UNCONDITION(deferredTex, tc).w;
- float depth = IN.pos.w * oneOverFar;
- float diff = sceneDepth - depth;
- #ifdef CLIP_Z
- // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer
- // When drawing high-res, though, we want to be able to take advantage of hi-z
- // so this is #ifdef'd out
- //clip(diff);
- #endif
- softBlend = saturate( diff * oneOverSoftness );
- #endif
-
- float4 diffuse = TORQUE_TEX2D( diffuseMap, IN.uv0 );
-
- //return float4( lmSample(float3(0, 0, -1)).rgb, IN.color.a * diffuse.a * softBlend * alphaScale);
-
- // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
- float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
-
- return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale,
- IN.color.a * diffuse.a * softBlend * alphaScale ) );
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/particlesV.hlsl b/Templates/BaseGame/game/core/shaders/particlesV.hlsl
deleted file mode 100644
index dbeff0cc2..000000000
--- a/Templates/BaseGame/game/core/shaders/particlesV.hlsl
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Vertex
-{
- float3 pos : POSITION;
- float4 color : COLOR0;
- float2 uv0 : TEXCOORD0;
-};
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : TEXCOORD0;
- float2 uv0 : TEXCOORD1;
- float4 pos : TEXCOORD2;
-};
-
-
-uniform float4x4 modelViewProj;
-uniform float4x4 fsModelViewProj;
-
-Conn main( Vertex In )
-{
- Conn Out;
-
- Out.hpos = mul( modelViewProj, float4(In.pos,1.0) );
- Out.pos = mul(fsModelViewProj, float4(In.pos, 1.0) );
- Out.color = In.color;
- Out.uv0 = In.uv0;
-
- return Out;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/planarReflectBumpP.hlsl b/Templates/BaseGame/game/core/shaders/planarReflectBumpP.hlsl
deleted file mode 100644
index d18331fb6..000000000
--- a/Templates/BaseGame/game/core/shaders/planarReflectBumpP.hlsl
+++ /dev/null
@@ -1,87 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 tex2 : TEXCOORD1;
-};
-
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
-TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
-TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2);
-
-
-//-----------------------------------------------------------------------------
-// Fade edges of axis for texcoord passed in
-//-----------------------------------------------------------------------------
-float fadeAxis( float val )
-{
- // Fades from 1.0 to 0.0 when less than 0.1
- float fadeLow = saturate( val * 10.0 );
-
- // Fades from 1.0 to 0.0 when greater than 0.9
- float fadeHigh = 1.0 - saturate( (val - 0.9) * 10.0 );
-
- return fadeLow * fadeHigh;
-}
-
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main( ConnectData IN )
-{
- Fragout OUT;
-
- float3 bumpNorm = TORQUE_TEX2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
- float2 offset = float2( bumpNorm.x, bumpNorm.y );
- float4 texIndex = IN.texCoord;
-
- // The fadeVal is used to "fade" the distortion at the edges of the screen.
- // This is done so it won't sample the reflection texture out-of-bounds and create artifacts
- // Note - this can be done more efficiently with a texture lookup
- float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w );
-
- const float distortion = 0.2;
- texIndex.xy += offset * distortion * fadeVal;
-
- float4 reflectColor = TORQUE_TEX2DPROJ( refractMap, texIndex );
- float4 diffuseColor = TORQUE_TEX2D( texMap, IN.tex2 );
-
- OUT.col = diffuseColor + reflectColor * diffuseColor.a;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/planarReflectBumpV.hlsl b/Templates/BaseGame/game/core/shaders/planarReflectBumpV.hlsl
deleted file mode 100644
index d45adb574..000000000
--- a/Templates/BaseGame/game/core/shaders/planarReflectBumpV.hlsl
+++ /dev/null
@@ -1,67 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "shdrConsts.h"
-#include "shaderModel.hlsl"
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct VertData
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float2 texCoord : TEXCOORD0;
- float2 lmCoord : TEXCOORD1;
- float3 T : TEXCOORD2;
- float3 B : TEXCOORD3;
-};
-
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float4 texCoord : TEXCOORD0;
- float2 tex2 : TEXCOORD1;
-};
-
-uniform float4x4 modelview;
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertData IN )
-{
- ConnectData OUT;
- OUT.hpos = mul(modelview, float4(IN.position,1.0));
-
- float4x4 texGenTest = { 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 };
-
- OUT.texCoord = mul( texGenTest, OUT.hpos );
-
- OUT.tex2 = IN.texCoord;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/planarReflectP.hlsl b/Templates/BaseGame/game/core/shaders/planarReflectP.hlsl
deleted file mode 100644
index 43b420544..000000000
--- a/Templates/BaseGame/game/core/shaders/planarReflectP.hlsl
+++ /dev/null
@@ -1,58 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 tex2 : TEXCOORD1;
-};
-
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
-TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main( ConnectData IN )
-{
- Fragout OUT;
-
- float4 diffuseColor = TORQUE_TEX2D( texMap, IN.texCoord );
- float4 reflectColor = TORQUE_TEX2DPROJ(refractMap, IN.tex2);
-
- OUT.col = diffuseColor + reflectColor * diffuseColor.a;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/planarReflectV.hlsl b/Templates/BaseGame/game/core/shaders/planarReflectV.hlsl
deleted file mode 100644
index 1f2ca9d4f..000000000
--- a/Templates/BaseGame/game/core/shaders/planarReflectV.hlsl
+++ /dev/null
@@ -1,57 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "hlslStructs.hlsl"
-#include "shaderModel.hlsl"
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 tex2 : TEXCOORD1;
-};
-
-uniform float4x4 modelview;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertexIn_PNTTTB IN )
-{
- ConnectData OUT;
- OUT.hpos = mul(modelview, float4(IN.pos,1.0));
-
- float4x4 texGenTest = { 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 };
-
- OUT.texCoord = IN.uv0;
- OUT.tex2 = mul( texGenTest, OUT.hpos );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/VolFogGlowP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/VolFogGlowP.hlsl
deleted file mode 100644
index c3adb3b55..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/VolFogGlowP.hlsl
+++ /dev/null
@@ -1,74 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
-// http://www.richardsgamestudio.com/
-//
-// If you find this code useful or you are feeling particularly generous I
-// would ask that you please go to http://www.richardsgamestudio.com/ then
-// choose Donations from the menu on the left side and make a donation to
-// Richards Game Studio. It will be highly appreciated.
-//
-// The MIT License:
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog Glow postFx pixel shader V1.00
-
-#include "./postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-uniform float strength;
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
- float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * strength;
-
- float4 OUT = 0;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w;
-
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
- OUT.a = dot( OUT.rgb, rgb2lum );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl
deleted file mode 100644
index 8c8abd480..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl
+++ /dev/null
@@ -1,77 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-uniform float accumTime;
-uniform float3 eyePosWorld;
-uniform float4 rtParams0;
-uniform float4 waterFogPlane;
-
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(causticsTex0, 1);
-TORQUE_UNIFORM_SAMPLER2D(causticsTex1, 2);
-
-float distanceToPlane(float4 plane, float3 pos)
-{
- return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
-}
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- //Sample the pre-pass
- float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 );
-
- //Get depth
- float depth = deferred.w;
- if(depth > 0.9999)
- return float4(0,0,0,0);
-
- //Get world position
- float3 pos = eyePosWorld + IN.wsEyeRay * depth;
-
- // Check the water depth
- float waterDepth = -distanceToPlane(waterFogPlane, pos);
- if(waterDepth < 0)
- return float4(0,0,0,0);
- waterDepth = saturate(waterDepth);
-
- //Use world position X and Y to calculate caustics UV
- float2 causticsUV0 = (abs(pos.xy * 0.25) % float2(1, 1));
- float2 causticsUV1 = (abs(pos.xy * 0.2) % float2(1, 1));
-
- //Animate uvs
- float timeSin = sin(accumTime);
- causticsUV0.xy += float2(accumTime*0.1, timeSin*0.2);
- causticsUV1.xy -= float2(accumTime*0.15, timeSin*0.15);
-
- //Sample caustics texture
- float4 caustics = TORQUE_TEX2D(causticsTex0, causticsUV0);
- caustics *= TORQUE_TEX2D(causticsTex1, causticsUV1);
-
- //Use normal Z to modulate caustics
- //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
- caustics *= saturate(deferred.z) * pow(abs(1-depth), 64) * waterDepth;
-
- return caustics;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl b/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl
deleted file mode 100644
index d002fd7e1..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl
+++ /dev/null
@@ -1,87 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-uniform vec3 eyePosWorld;
-uniform vec4 rtParams0;
-uniform vec4 waterFogPlane;
-uniform float accumTime;
-
-uniform sampler2D deferredTex;
-uniform sampler2D causticsTex0;
-uniform sampler2D causticsTex1;
-uniform vec2 targetSize;
-
-out vec4 OUT_col;
-
-float distanceToPlane(vec4 plane, vec3 pos)
-{
- return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
-}
-
-void main()
-{
- //Sample the pre-pass
- vec4 deferred = deferredUncondition( deferredTex, IN_uv0 );
-
- //Get depth
- float depth = deferred.w;
- if(depth > 0.9999)
- {
- OUT_col = vec4(0,0,0,0);
- return;
- }
-
- //Get world position
- vec3 pos = eyePosWorld + IN_wsEyeRay * depth;
-
- // Check the water depth
- float waterDepth = -distanceToPlane(waterFogPlane, pos);
- if(waterDepth < 0)
- {
- OUT_col = vec4(0,0,0,0);
- return;
- }
- waterDepth = saturate(waterDepth);
-
- //Use world position X and Y to calculate caustics UV
- vec2 causticsUV0 = mod(abs(pos.xy * 0.25), vec2(1, 1));
- vec2 causticsUV1 = mod(abs(pos.xy * 0.2), vec2(1, 1));
-
- //Animate uvs
- float timeSin = sin(accumTime);
- causticsUV0.xy += vec2(accumTime*0.1, timeSin*0.2);
- causticsUV1.xy -= vec2(accumTime*0.15, timeSin*0.15);
-
- //Sample caustics texture
- vec4 caustics = texture(causticsTex0, causticsUV0);
- caustics *= texture(causticsTex1, causticsUV1);
-
- //Use normal Z to modulate caustics
- //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
- caustics *= saturate(deferred.z) * pow(1-depth, 64) * waterDepth;
-
- OUT_col = caustics;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/chromaticLens.hlsl b/Templates/BaseGame/game/core/shaders/postFX/chromaticLens.hlsl
deleted file mode 100644
index 8fdca72b7..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/chromaticLens.hlsl
+++ /dev/null
@@ -1,60 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier
-// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader
-
-#include "./postFx.hlsl"
-#include "./../torque.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-uniform float distCoeff;
-uniform float cubeDistort;
-uniform float3 colorDistort;
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float2 tex = IN.uv0;
-
- float f = 0;
- float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5);
-
- // Only compute the cubic distortion if necessary.
- if ( cubeDistort == 0.0 )
- f = 1 + r2 * distCoeff;
- else
- f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2));
-
- // Distort each color channel seperately to get a chromatic distortion effect.
- float3 outColor;
- float3 distort = f.xxx + colorDistort;
-
- for ( int i=0; i < 3; i++ )
- {
- float x = distort[i] * ( tex.x - 0.5 ) + 0.5;
- float y = distort[i] * ( tex.y - 0.5 ) + 0.5;
- outColor[i] = TORQUE_TEX2DLOD( backBuffer, float4(x,y,0,0) )[i];
- }
-
- return float4( outColor.rgb, 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_P.hlsl
deleted file mode 100644
index 2f5835fc2..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_P.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-
-// These are set by the game engine.
-TORQUE_UNIFORM_SAMPLER2D(shrunkSampler, 0); // Output of DofDownsample()
-TORQUE_UNIFORM_SAMPLER2D(blurredSampler, 1); // Blurred version of the shrunk sampler
-
-
-// This is the pixel shader function that calculates the actual
-// value used for the near circle of confusion.
-// "texCoords" are 0 at the bottom left pixel and 1 at the top right.
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float3 color;
- float coc;
- half4 blurred;
- half4 shrunk;
-
- shrunk = half4(TORQUE_TEX2D( shrunkSampler, IN.uv0 ));
- blurred = half4(TORQUE_TEX2D( blurredSampler, IN.uv1 ));
- color = shrunk.rgb;
- //coc = shrunk.a;
- //coc = blurred.a;
- //coc = max( blurred.a, shrunk.a );
- coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a;
-
-
- //return float4( coc.rrr, 1.0 );
- //return float4( color, 1.0 );
- return float4( color, coc );
- //return float4( 1.0, 0.0, 1.0, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_V.hlsl
deleted file mode 100644
index 8131e45cd..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_CalcCoC_V.hlsl
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-uniform float4 rtParams0;
-uniform float4 rtParams1;
-uniform float4 rtParams2;
-uniform float4 rtParams3;
-
-PFXVertToPix main( PFXVert IN )
-{
- PFXVertToPix OUT;
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv;
- OUT.uv1 = IN.uv;
- OUT.uv2 = IN.uv;
- OUT.uv3 = IN.uv;
- */
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv + rtParams0.xy;
- OUT.uv1 = IN.uv + rtParams1.xy;
- OUT.uv2 = IN.uv + rtParams2.xy;
- OUT.uv3 = IN.uv + rtParams3.xy;
- */
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv * rtParams0.zw;
- OUT.uv1 = IN.uv * rtParams1.zw;
- OUT.uv2 = IN.uv * rtParams2.zw;
- OUT.uv3 = IN.uv * rtParams3.zw;
- */
-
-
- OUT.hpos = float4(IN.pos,1.0);
- OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 );
- OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 );
- OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 );
-
-
- OUT.wsEyeRay = IN.wsEyeRay;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl
deleted file mode 100644
index 907c3d122..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl
+++ /dev/null
@@ -1,143 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-// These are set by the game engine.
-// The render target size is one-quarter the scene rendering size.
-TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0);
-TORQUE_UNIFORM_SAMPLER2D(depthSampler, 1);
-uniform float2 dofEqWorld;
-uniform float2 targetSize;
-uniform float depthOffset;
-uniform float maxWorldCoC;
-//uniform float2 dofEqWeapon;
-//uniform float2 dofRowDelta; // float2( 0, 0.25 / renderTargetHeight )
-
-struct Pixel
-{
- float4 position : TORQUE_POSITION;
- float2 tcColor0 : TEXCOORD0;
- float2 tcColor1 : TEXCOORD1;
- float2 tcDepth0 : TEXCOORD2;
- float2 tcDepth1 : TEXCOORD3;
- float2 tcDepth2 : TEXCOORD4;
- float2 tcDepth3 : TEXCOORD5;
-};
-
-half4 main( Pixel IN ) : TORQUE_TARGET0
-{
- //return float4( 1.0, 0.0, 1.0, 1.0 );
-
- float2 dofRowDelta = float2( 0, 0.25 / targetSize.y );
-
- //float2 dofEqWorld = float2( -60, 1.0 );
-
- half3 color;
- half maxCoc;
- float4 depth;
- half4 viewCoc;
- half4 sceneCoc;
- half4 curCoc;
- half4 coc;
- float2 rowOfs[4];
-
- // "rowOfs" reduces how many moves PS2.0 uses to emulate swizzling.
- rowOfs[0] = 0;
- rowOfs[1] = dofRowDelta.xy;
- rowOfs[2] = dofRowDelta.xy * 2;
- rowOfs[3] = dofRowDelta.xy * 3;
-
- // Use bilinear filtering to average 4 color samples for free.
- color = 0;
- color += half3(TORQUE_TEX2D( colorSampler, IN.tcColor0.xy + rowOfs[0] ).rgb);
- color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor1.xy + rowOfs[0]).rgb);
- color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor0.xy + rowOfs[2]).rgb);
- color += half3(TORQUE_TEX2D(colorSampler, IN.tcColor1.xy + rowOfs[2]).rgb);
- color /= 4;
-
- //declare thse here to save doing it in each loop below
- half4 zero4 = half4(0, 0, 0, 0);
- coc = zero4;
- half4 dofEqWorld4X = half4(dofEqWorld.xxxx);
- half4 dofEqWorld4Y = half4(dofEqWorld.yyyy);
- half4 maxWorldCoC4 = half4(maxWorldCoC, maxWorldCoC, maxWorldCoC, maxWorldCoC);
- // Process 4 samples at a time to use vector hardware efficiently.
- // The CoC will be 1 if the depth is negative, so use "min" to pick
- // between "sceneCoc" and "viewCoc".
- [unroll] // coc[i] causes this anyway
- for (int i = 0; i < 4; i++)
- {
- depth[0] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth0.xy + rowOfs[i])).w;
- depth[1] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth1.xy + rowOfs[i])).w;
- depth[2] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth2.xy + rowOfs[i])).w;
- depth[3] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth3.xy + rowOfs[i])).w;
-
- coc = max(coc, clamp(dofEqWorld4X * half4(depth)+dofEqWorld4Y, zero4, maxWorldCoC4));
- }
-
- /*
- depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[0] ).r;
- depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[0] ).r;
- depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[0] ).r;
- depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[0] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = curCoc;
-
- depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[1] ).r;
- depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[1] ).r;
- depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[1] ).r;
- depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[1] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
-
- depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[2] ).r;
- depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[2] ).r;
- depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[2] ).r;
- depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[2] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
-
- depth[0] = TORQUE_TEX2D( depthSampler, pixel.tcDepth0.xy + rowOfs[3] ).r;
- depth[1] = TORQUE_TEX2D( depthSampler, pixel.tcDepth1.xy + rowOfs[3] ).r;
- depth[2] = TORQUE_TEX2D( depthSampler, pixel.tcDepth2.xy + rowOfs[3] ).r;
- depth[3] = TORQUE_TEX2D( depthSampler, pixel.tcDepth3.xy + rowOfs[3] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
- */
-
- maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) );
-
- //return half4( 1.0, 0.0, 1.0, 1.0 );
- return half4( color, maxCoc );
- //return half4( color, 1.0f );
- //return half4( maxCoc.rrr, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_V.hlsl
deleted file mode 100644
index 0b3ec01e2..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_V.hlsl
+++ /dev/null
@@ -1,61 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-struct Vert
-{
- float3 pos : POSITION;
- float2 tc : TEXCOORD0;
- float3 wsEyeRay : TEXCOORD1;
-};
-
-struct Pixel
-{
- float4 position : TORQUE_POSITION;
- float2 tcColor0 : TEXCOORD0;
- float2 tcColor1 : TEXCOORD1;
- float2 tcDepth0 : TEXCOORD2;
- float2 tcDepth1 : TEXCOORD3;
- float2 tcDepth2 : TEXCOORD4;
- float2 tcDepth3 : TEXCOORD5;
-};
-
-uniform float4 rtParams0;
-uniform float2 oneOverTargetSize;
-
-Pixel main( Vert IN )
-{
- Pixel OUT;
- OUT.position = float4(IN.pos,1.0);
-
- float2 uv = viewportCoordToRenderTarget( IN.tc, rtParams0 );
- //OUT.position = mul( IN.pos, modelView );
- OUT.tcColor1 = uv + float2( +1.0, -0.0 ) * oneOverTargetSize;
- OUT.tcColor0 = uv + float2( -1.0, -0.0 ) * oneOverTargetSize;
- OUT.tcDepth0 = uv + float2( -0.5, -0.0 ) * oneOverTargetSize;
- OUT.tcDepth1 = uv + float2( -1.5, -0.0 ) * oneOverTargetSize;
- OUT.tcDepth2 = uv + float2( +1.5, -0.0 ) * oneOverTargetSize;
- OUT.tcDepth3 = uv + float2( +2.5, -0.0 ) * oneOverTargetSize;
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl
deleted file mode 100644
index 9a7cb3d5e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl
+++ /dev/null
@@ -1,145 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-#include "./../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(colorSampler,0); // Original source image
-TORQUE_UNIFORM_SAMPLER2D(smallBlurSampler,1); // Output of SmallBlurPS()
-TORQUE_UNIFORM_SAMPLER2D(largeBlurSampler,2); // Blurred output of DofDownsample()
-TORQUE_UNIFORM_SAMPLER2D(depthSampler,3);
-
-uniform float2 oneOverTargetSize;
-uniform float4 dofLerpScale;
-uniform float4 dofLerpBias;
-uniform float3 dofEqFar;
-uniform float maxFarCoC;
-
-//static float d0 = 0.1;
-//static float d1 = 0.1;
-//static float d2 = 0.8;
-//static float4 dofLerpScale = float4( -1.0 / d0, -1.0 / d1, -1.0 / d2, 1.0 / d2 );
-//static float4 dofLerpBias = float4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 );
-//static float3 dofEqFar = float3( 2.0, 0.0, 1.0 );
-
-float4 tex2Doffset(TORQUE_SAMPLER2D(s), float2 tc, float2 offset)
-{
- return TORQUE_TEX2D( s, tc + offset * oneOverTargetSize );
-}
-
-half3 GetSmallBlurSample( float2 tc )
-{
- half3 sum;
- const half weight = 4.0 / 17;
- sum = 0; // Unblurred sample done by alpha blending
- //sum += weight * tex2Doffset( colorSampler, tc, float2( 0, 0 ) ).rgb;
- sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(+0.5, -1.5)).rgb);
- sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(-1.5, -0.5)).rgb);
- sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(-0.5, +1.5)).rgb);
- sum += weight * half3(tex2Doffset(TORQUE_SAMPLER2D_MAKEARG(colorSampler), tc, float2(+1.5, +0.5)).rgb);
- return sum;
-}
-
-half4 InterpolateDof( half3 small, half3 med, half3 large, half t )
-{
- //t = 2;
- half4 weights;
- half3 color;
- half alpha;
-
- // Efficiently calculate the cross-blend weights for each sample.
- // Let the unblurred sample to small blur fade happen over distance
- // d0, the small to medium blur over distance d1, and the medium to
- // large blur over distance d2, where d0 + d1 + d2 = 1.
- //float4 dofLerpScale = float4( -1 / d0, -1 / d1, -1 / d2, 1 / d2 );
- //float4 dofLerpBias = float4( 1, (1 � d2) / d1, 1 / d2, (d2 � 1) / d2 );
-
- weights = half4(saturate( t * dofLerpScale + dofLerpBias ));
- weights.yz = min( weights.yz, 1 - weights.xy );
-
- // Unblurred sample with weight "weights.x" done by alpha blending
- color = weights.y * small + weights.z * med + weights.w * large;
- //color = med;
- alpha = dot( weights.yzw, half3( 16.0 / 17, 1.0, 1.0 ) );
- //alpha = 0.0;
-
- return half4( color, alpha );
-}
-
-half4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- //return half4( 1,0,1,1 );
- //return half4( TORQUE_TEX2D( colorSampler, IN.uv0 ).rgb, 1.0 );
- //return half4( TORQUE_TEX2D( colorSampler, texCoords ).rgb, 0 );
- half3 small;
- half4 med;
- half3 large;
- half depth;
- half nearCoc;
- half farCoc;
- half coc;
-
- small = GetSmallBlurSample( IN.uv0 );
- //small = half3( 1,0,0 );
- //return half4( small, 1.0 );
- med = half4(TORQUE_TEX2D( smallBlurSampler, IN.uv1 ));
- //med.rgb = half3( 0,1,0 );
- //return half4(med.rgb, 0.0);
- large = half3(TORQUE_TEX2D(largeBlurSampler, IN.uv2).rgb);
- //large = half3( 0,0,1 );
- //return large;
- //return half4(large.rgb,1.0);
- nearCoc = med.a;
-
- // Since the med blur texture is screwed up currently
- // replace it with the large, but this needs to be fixed.
- //med.rgb = large;
-
- //nearCoc = 0;
- depth = half(TORQUE_DEFERRED_UNCONDITION( depthSampler, IN.uv3 ).w);
- //return half4(depth.rrr,1);
- //return half4(nearCoc.rrr,1.0);
-
- if (depth > 0.999 )
- {
- coc = nearCoc; // We don't want to blur the sky.
- //coc = 0;
- }
- else
- {
- // dofEqFar.x and dofEqFar.y specify the linear ramp to convert
- // to depth for the distant out-of-focus region.
- // dofEqFar.z is the ratio of the far to the near blur radius.
- farCoc = half(clamp( dofEqFar.x * depth + dofEqFar.y, 0.0, maxFarCoC ));
- coc = half(max( nearCoc, farCoc * dofEqFar.z ));
- //coc = nearCoc;
- }
-
- //coc = nearCoc;
- //coc = farCoc;
- //return half4(coc.rrr,0.5);
- //return half4(farCoc.rrr,1);
- //return half4(nearCoc.rrr,1);
-
- //return half4( 1,0,1,0 );
- return InterpolateDof( small, med.rgb, large, coc );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_V.hlsl
deleted file mode 100644
index 86c93701a..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_V.hlsl
+++ /dev/null
@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-uniform float4 rtParams0;
-uniform float4 rtParams1;
-uniform float4 rtParams2;
-uniform float4 rtParams3;
-uniform float2 oneOverTargetSize;
-
-PFXVertToPix main( PFXVert IN )
-{
- PFXVertToPix OUT;
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv;
- OUT.uv1 = IN.uv;
- OUT.uv2 = IN.uv;
- OUT.uv3 = IN.uv;
- */
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv + rtParams0.xy;
- OUT.uv1 = IN.uv + rtParams1.xy;
- OUT.uv2 = IN.uv + rtParams2.xy;
- OUT.uv3 = IN.uv + rtParams3.xy;
- */
-
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv * rtParams0.zw;
- OUT.uv1 = IN.uv * rtParams1.zw;
- OUT.uv2 = IN.uv * rtParams2.zw;
- OUT.uv3 = IN.uv * rtParams3.zw;
- */
-
-
- OUT.hpos = float4(IN.pos,1.0);
- OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 ); // + float2( -5, 1 ) * oneOverTargetSize;
- OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 );
- OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 );
-
-
- OUT.wsEyeRay = IN.wsEyeRay;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_P.hlsl
deleted file mode 100644
index f4d29f3e1..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_P.hlsl
+++ /dev/null
@@ -1,63 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
- float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f;
-
- float4 OUT = 0;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w;
-
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- //float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
- //OUT.a = dot( OUT.rgb, rgb2lum );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_V.hlsl
deleted file mode 100644
index b2d4582e0..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Gausian_V.hlsl
+++ /dev/null
@@ -1,80 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-
-uniform float4 rtParams0;
-uniform float2 texSize0;
-uniform float2 oneOverTargetSize;
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-VertToPix main( PFXVert IN )
-{
- VertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1.0);
-
- IN.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 );
-
- // I don't know why this offset is necessary, but it is.
- //IN.uv = IN.uv * oneOverTargetSize;
-
- OUT.uv0 = IN.uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT.uv1 = IN.uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT.uv2 = IN.uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT.uv3 = IN.uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- OUT.uv4 = IN.uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT.uv5 = IN.uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT.uv6 = IN.uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT.uv7 = IN.uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- /*
- OUT.uv0 = viewportCoordToRenderTarget( OUT.uv0, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( OUT.uv1, rtParams0 );
- OUT.uv2 = viewportCoordToRenderTarget( OUT.uv2, rtParams0 );
- OUT.uv3 = viewportCoordToRenderTarget( OUT.uv3, rtParams0 );
-
- OUT.uv4 = viewportCoordToRenderTarget( OUT.uv4, rtParams0 );
- OUT.uv5 = viewportCoordToRenderTarget( OUT.uv5, rtParams0 );
- OUT.uv6 = viewportCoordToRenderTarget( OUT.uv6, rtParams0 );
- OUT.uv7 = viewportCoordToRenderTarget( OUT.uv7, rtParams0 );
- */
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Passthrough_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Passthrough_V.hlsl
deleted file mode 100644
index 8131e45cd..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Passthrough_V.hlsl
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-uniform float4 rtParams0;
-uniform float4 rtParams1;
-uniform float4 rtParams2;
-uniform float4 rtParams3;
-
-PFXVertToPix main( PFXVert IN )
-{
- PFXVertToPix OUT;
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv;
- OUT.uv1 = IN.uv;
- OUT.uv2 = IN.uv;
- OUT.uv3 = IN.uv;
- */
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv + rtParams0.xy;
- OUT.uv1 = IN.uv + rtParams1.xy;
- OUT.uv2 = IN.uv + rtParams2.xy;
- OUT.uv3 = IN.uv + rtParams3.xy;
- */
-
- /*
- OUT.hpos = IN.pos;
- OUT.uv0 = IN.uv * rtParams0.zw;
- OUT.uv1 = IN.uv * rtParams1.zw;
- OUT.uv2 = IN.uv * rtParams2.zw;
- OUT.uv3 = IN.uv * rtParams3.zw;
- */
-
-
- OUT.hpos = float4(IN.pos,1.0);
- OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 );
- OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 );
- OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 );
-
-
- OUT.wsEyeRay = IN.wsEyeRay;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_P.hlsl
deleted file mode 100644
index 175525a91..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_P.hlsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// This vertex and pixel shader applies a 3 x 3 blur to the image in
-// colorMapSampler, which is the same size as the render target.
-// The sample weights are 1/16 in the corners, 2/16 on the edges,
-// and 4/16 in the center.
-#include "../../shaderModel.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0); // Output of DofNearCoc()
-
-struct Pixel
-{
- float4 position : TORQUE_POSITION;
- float4 texCoords : TEXCOORD0;
-};
-
-float4 main( Pixel IN ) : TORQUE_TARGET0
-{
- float4 color;
- color = 0.0;
- color += TORQUE_TEX2D( colorSampler, IN.texCoords.xz );
- color += TORQUE_TEX2D( colorSampler, IN.texCoords.yz );
- color += TORQUE_TEX2D( colorSampler, IN.texCoords.xw );
- color += TORQUE_TEX2D( colorSampler, IN.texCoords.yw );
- return color / 4.0;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_V.hlsl
deleted file mode 100644
index 3edb1ec2a..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_SmallBlur_V.hlsl
+++ /dev/null
@@ -1,56 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// This vertex and pixel shader applies a 3 x 3 blur to the image in
-// colorMapSampler, which is the same size as the render target.
-// The sample weights are 1/16 in the corners, 2/16 on the edges,
-// and 4/16 in the center.
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-struct Vert
-{
- float3 position : POSITION;
- float2 texCoords : TEXCOORD0;
-};
-
-struct Pixel
-{
- float4 position : TORQUE_POSITION;
- float4 texCoords : TEXCOORD0;
-};
-
-uniform float2 oneOverTargetSize;
-uniform float4 rtParams0;
-
-Pixel main( Vert IN )
-{
- Pixel OUT;
- const float4 halfPixel = { -0.5, 0.5, -0.5, 0.5 };
- OUT.position = float4(IN.position,1.0); //Transform_ObjectToClip( IN.position );
-
- //float2 uv = IN.texCoords + rtParams0.xy;
- float2 uv = viewportCoordToRenderTarget( IN.texCoords, rtParams0 );
- OUT.texCoords = uv.xxyy + halfPixel * oneOverTargetSize.xxyy;
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl
deleted file mode 100644
index 38cb099c4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_P.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-
-// These are set by the game engine.
-uniform sampler2D shrunkSampler; // Output of DofDownsample()
-uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
-
-out vec4 OUT_col;
-
-// This is the pixel shader function that calculates the actual
-// value used for the near circle of confusion.
-// "texCoords" are 0 at the bottom left pixel and 1 at the top right.
-void main()
-{
- vec3 color;
- float coc;
- half4 blurred;
- half4 shrunk;
-
- shrunk = texture( shrunkSampler, IN_uv0 );
- blurred = texture( blurredSampler, IN_uv1 );
- color = shrunk.rgb;
- //coc = shrunk.a;
- //coc = blurred.a;
- //coc = max( blurred.a, shrunk.a );
- coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a;
-
-
- //OUT_col = vec4( coc.rrr, 1.0 );
- //OUT_col = vec4( color, 1.0 );
- OUT_col = vec4( color, coc );
- //OUT_col = vec4( 1.0, 0.0, 1.0, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl
deleted file mode 100644
index d02ce6551..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_CalcCoC_V.glsl
+++ /dev/null
@@ -1,69 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform vec4 rtParams0;
-uniform vec4 rtParams1;
-uniform vec4 rtParams2;
-uniform vec4 rtParams3;
-
-void main()
-{
- /*
- OUT_hpos = IN.pos;
- OUT_uv0 = IN_uv;
- OUT_uv1 = IN_uv;
- OUT_uv2 = IN_uv;
- OUT_uv3 = IN_uv;
- */
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv + rtParams0.xy;
- OUT_uv1 = IN_uv + rtParams1.xy;
- OUT_uv2 = IN_uv + rtParams2.xy;
- OUT_uv3 = IN_uv + rtParams3.xy;
- */
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv * rtParams0.zw;
- OUT_uv1 = IN_uv * rtParams1.zw;
- OUT_uv2 = IN_uv * rtParams2.zw;
- OUT_uv3 = IN_uv * rtParams3.zw;
- */
-
-
- OUT_hpos = IN_pos;
- OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 );
- OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 );
- OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 );
-
-
- OUT_wsEyeRay = IN_wsEyeRay;
-
- correctSSP(gl_Position);;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_P.glsl
deleted file mode 100644
index f3c093f31..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_P.glsl
+++ /dev/null
@@ -1,143 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-// These are set by the game engine.
-// The render target size is one-quarter the scene rendering size.
-uniform sampler2D colorSampler;
-uniform sampler2D depthSampler;
-uniform vec2 dofEqWorld;
-uniform float depthOffset;
-uniform vec2 targetSize;
-uniform float maxWorldCoC;
-//uniform vec2 dofEqWeapon;
-//uniform vec2 dofRowDelta; // vec2( 0, 0.25 / renderTargetHeight )
-
-in vec2 tcColor0;
-#define IN_tcColor0 tcColor0
-in vec2 tcColor1;
-#define IN_tcColor1 tcColor1
-in vec2 tcDepth0;
-#define IN_tcDepth0 tcDepth0
-in vec2 tcDepth1;
-#define IN_tcDepth1 tcDepth1
-in vec2 tcDepth2;
-#define IN_tcDepth2 tcDepth2
-in vec2 tcDepth3;
-#define IN_tcDepth3 tcDepth3
-
-out vec4 OUT_col;
-
-void main()
-{
- //return vec4( 1.0, 0.0, 1.0, 1.0 );
-
- vec2 dofRowDelta = vec2( 0, 0.25 / targetSize.y );
-
- //vec2 dofEqWorld = vec2( -60, 1.0 );
-
- half3 color;
- half maxCoc;
- vec4 depth;
- half4 viewCoc;
- half4 sceneCoc;
- half4 curCoc;
- half4 coc;
- vec2 rowOfs[4];
-
- // "rowOfs" reduces how many moves PS2.0 uses to emulate swizzling.
- rowOfs[0] = vec2(0);
- rowOfs[1] = dofRowDelta.xy;
- rowOfs[2] = dofRowDelta.xy * 2;
- rowOfs[3] = dofRowDelta.xy * 3;
-
- // Use bilinear filtering to average 4 color samples for free.
- color = half3(0);
- color += texture( colorSampler, IN_tcColor0.xy + rowOfs[0] ).rgb;
- color += texture( colorSampler, IN_tcColor1.xy + rowOfs[0] ).rgb;
- color += texture( colorSampler, IN_tcColor0.xy + rowOfs[2] ).rgb;
- color += texture( colorSampler, IN_tcColor1.xy + rowOfs[2] ).rgb;
- color /= 4;
-
- // Process 4 samples at a time to use vector hardware efficiently.
- // The CoC will be 1 if the depth is negative, so use "min" to pick
- // between "sceneCoc" and "viewCoc".
-
- coc = half4(0);
- for ( int i = 0; i < 4; i++ )
- {
- depth[0] = deferredUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w;
- depth[1] = deferredUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w;
- depth[2] = deferredUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w;
- depth[3] = deferredUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w;
-
- // @todo OPENGL INTEL need review
- coc = max( coc, clamp( half4(dofEqWorld.x) * depth + half4(dofEqWorld.y), half4(0.0), half4(maxWorldCoC) ) );
- }
-
- /*
- depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[0] ).r;
- depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[0] ).r;
- depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[0] ).r;
- depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[0] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = curCoc;
-
- depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[1] ).r;
- depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[1] ).r;
- depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[1] ).r;
- depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[1] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
-
- depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[2] ).r;
- depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[2] ).r;
- depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[2] ).r;
- depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[2] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
-
- depth[0] = texture( depthSampler, pixel.tcDepth0.xy + rowOfs[3] ).r;
- depth[1] = texture( depthSampler, pixel.tcDepth1.xy + rowOfs[3] ).r;
- depth[2] = texture( depthSampler, pixel.tcDepth2.xy + rowOfs[3] ).r;
- depth[3] = texture( depthSampler, pixel.tcDepth3.xy + rowOfs[3] ).r;
- viewCoc = saturate( dofEqWeapon.x * -depth + dofEqWeapon.y );
- sceneCoc = saturate( dofEqWorld.x * depth + dofEqWorld.y );
- curCoc = min( viewCoc, sceneCoc );
- coc = max( coc, curCoc );
- */
-
- maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) );
-
- //OUT_col = half4( 1.0, 0.0, 1.0, 1.0 );
- OUT_col = half4( color, maxCoc );
- //OUT_col = half4( color, 1.0f );
- //OUT_col = half4( maxCoc.rrr, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_V.glsl
deleted file mode 100644
index b8e840c9e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_DownSample_V.glsl
+++ /dev/null
@@ -1,67 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-in vec3 vTexCoord1;
-
-#define IN_pos vPosition
-#define IN_tc vTexCoord0
-#define IN_wsEyeRay vTexCoord1
-
-#define OUT_position gl_Position
-
-out vec2 tcColor0;
-#define OUT_tcColor0 tcColor0
-out vec2 tcColor1;
-#define OUT_tcColor1 tcColor1
-out vec2 tcDepth0;
-#define OUT_tcDepth0 tcDepth0
-out vec2 tcDepth1;
-#define OUT_tcDepth1 tcDepth1
-out vec2 tcDepth2;
-#define OUT_tcDepth2 tcDepth2
-out vec2 tcDepth3;
-#define OUT_tcDepth3 tcDepth3
-
-
-uniform vec4 rtParams0;
-uniform vec2 oneOverTargetSize;
-
-void main()
-{
- OUT_position = IN_pos;
-
- vec2 uv = viewportCoordToRenderTarget( IN_tc, rtParams0 );
- //OUT_position = tMul( IN_pos, modelView );
- OUT_tcColor1 = uv + vec2( +1.0, -0.0 ) * oneOverTargetSize;
- OUT_tcColor0 = uv + vec2( -1.0, -0.0 ) * oneOverTargetSize;
- OUT_tcDepth0 = uv + vec2( -0.5, -0.0 ) * oneOverTargetSize;
- OUT_tcDepth1 = uv + vec2( -1.5, -0.0 ) * oneOverTargetSize;
- OUT_tcDepth2 = uv + vec2( +1.5, -0.0 ) * oneOverTargetSize;
- OUT_tcDepth3 = uv + vec2( +2.5, -0.0 ) * oneOverTargetSize;
-
- correctSSP(gl_Position);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_P.glsl
deleted file mode 100644
index 9b976ba1e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_P.glsl
+++ /dev/null
@@ -1,147 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D colorSampler; // Original source image
-uniform sampler2D smallBlurSampler; // Output of SmallBlurPS()
-uniform sampler2D largeBlurSampler; // Blurred output of DofDownsample()
-uniform sampler2D depthSampler; //
-uniform vec2 oneOverTargetSize;
-uniform vec4 dofLerpScale;
-uniform vec4 dofLerpBias;
-uniform vec3 dofEqFar;
-uniform float maxFarCoC;
-
-//static float d0 = 0.1;
-//static float d1 = 0.1;
-//static float d2 = 0.8;
-//static vec4 dofLerpScale = vec4( -1.0 / d0, -1.0 / d1, -1.0 / d2, 1.0 / d2 );
-//static vec4 dofLerpBias = vec4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 );
-//static vec3 dofEqFar = vec3( 2.0, 0.0, 1.0 );
-
-out vec4 OUT_col;
-
-vec4 tex2Doffset( sampler2D s, vec2 tc, vec2 offset )
-{
- return texture( s, tc + offset * oneOverTargetSize );
-}
-
-half3 GetSmallBlurSample( vec2 tc )
-{
- half3 sum;
- const half weight = 4.0 / 17;
- sum = half3(0); // Unblurred sample done by alpha blending
- //sum += weight * tex2Doffset( colorSampler, tc, vec2( 0, 0 ) ).rgb;
- sum += weight * tex2Doffset( colorSampler, tc, vec2( +0.5, -1.5 ) ).rgb;
- sum += weight * tex2Doffset( colorSampler, tc, vec2( -1.5, -0.5 ) ).rgb;
- sum += weight * tex2Doffset( colorSampler, tc, vec2( -0.5, +1.5 ) ).rgb;
- sum += weight * tex2Doffset( colorSampler, tc, vec2( +1.5, +0.5 ) ).rgb;
- return sum;
-}
-
-half4 InterpolateDof( half3 small, half3 med, half3 large, half t )
-{
- //t = 2;
- half4 weights;
- half3 color;
- half alpha;
-
- // Efficiently calculate the cross-blend weights for each sample.
- // Let the unblurred sample to small blur fade happen over distance
- // d0, the small to medium blur over distance d1, and the medium to
- // large blur over distance d2, where d0 + d1 + d2 = 1.
- //vec4 dofLerpScale = vec4( -1 / d0, -1 / d1, -1 / d2, 1 / d2 );
- //vec4 dofLerpBias = vec4( 1, (1 – d2) / d1, 1 / d2, (d2 – 1) / d2 );
-
- weights = saturate( t * dofLerpScale + dofLerpBias );
- weights.yz = min( weights.yz, 1 - weights.xy );
-
- // Unblurred sample with weight "weights.x" done by alpha blending
- color = weights.y * small + weights.z * med + weights.w * large;
- //color = med;
- alpha = dot( weights.yzw, half3( 16.0 / 17, 1.0, 1.0 ) );
- //alpha = 0.0;
-
- return half4( color, alpha );
-}
-
-void main()
-{
- //return half4( 1,0,1,1 );
- //return half4( texture( colorSampler, IN_uv0 ).rgb, 1.0 );
- //return half4( texture( colorSampler, texCoords ).rgb, 0 );
- half3 small;
- half4 med;
- half3 large;
- half depth;
- half nearCoc;
- half farCoc;
- half coc;
-
- small = GetSmallBlurSample( IN_uv0 );
- //small = half3( 1,0,0 );
- //return half4( small, 1.0 );
- med = texture( smallBlurSampler, IN_uv1 );
- //med.rgb = half3( 0,1,0 );
- //return half4(med.rgb, 0.0);
- large = texture( largeBlurSampler, IN_uv2 ).rgb;
- //large = half3( 0,0,1 );
- //return large;
- //return half4(large.rgb,1.0);
- nearCoc = med.a;
-
- // Since the med blur texture is screwed up currently
- // replace it with the large, but this needs to be fixed.
- //med.rgb = large;
-
- //nearCoc = 0;
- depth = deferredUncondition( depthSampler, IN_uv3 ).w;
- //return half4(depth.rrr,1);
- //return half4(nearCoc.rrr,1.0);
-
- if (depth > 0.999 )
- {
- coc = nearCoc; // We don't want to blur the sky.
- //coc = 0;
- }
- else
- {
- // dofEqFar.x and dofEqFar.y specify the linear ramp to convert
- // to depth for the distant out-of-focus region.
- // dofEqFar.z is the ratio of the far to the near blur radius.
- farCoc = clamp( dofEqFar.x * depth + dofEqFar.y, 0.0, maxFarCoC );
- coc = max( nearCoc, farCoc * dofEqFar.z );
- //coc = nearCoc;
- }
-
- //coc = nearCoc;
- //coc = farCoc;
- //return half4(coc.rrr,0.5);
- //return half4(farCoc.rrr,1);
- //return half4(nearCoc.rrr,1);
-
- //return half4( 1,0,1,0 );
- OUT_col = InterpolateDof( small, med.rgb, large, coc );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_V.glsl
deleted file mode 100644
index abc91246e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Final_V.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform vec4 rtParams0;
-uniform vec4 rtParams1;
-uniform vec4 rtParams2;
-uniform vec4 rtParams3;
-uniform vec2 oneOverTargetSize;
-
-void main()
-{
- /*
- OUT.hpos = IN_pos;
- OUT_uv0 = IN_uv;
- OUT_uv1 = IN_uv;
- OUT_uv2 = IN_uv;
- OUT_uv3 = IN_uv;
- */
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv + rtParams0.xy;
- OUT_uv1 = IN_uv + rtParams1.xy;
- OUT_uv2 = IN_uv + rtParams2.xy;
- OUT_uv3 = IN_uv + rtParams3.xy;
- */
-
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv * rtParams0.zw;
- OUT_uv1 = IN_uv * rtParams1.zw;
- OUT_uv2 = IN_uv * rtParams2.zw;
- OUT_uv3 = IN_uv * rtParams3.zw;
- */
-
-
- OUT_hpos = IN_pos;
- OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 ); // + vec2( -5, 1 ) * oneOverTargetSize;
- OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 );
- OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 );
-
-
- OUT_wsEyeRay = IN_wsEyeRay;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_P.glsl
deleted file mode 100644
index 61e7697af..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_P.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-in vec3 wsEyeRay;
-#define IN_wsEyeRay wsEyeRay
-in vec2 uv0;
-#define IN_uv0 uv0
-in vec2 uv1;
-#define IN_uv1 uv1
-in vec2 uv2;
-#define IN_uv2 uv2
-in vec2 uv3;
-#define IN_uv3 uv3
-in vec2 uv4;
-#define IN_uv4 uv4
-in vec2 uv5;
-#define IN_uv5 uv5
-in vec2 uv6;
-#define IN_uv6 uv6
-in vec2 uv7;
-#define IN_uv7 uv7
-
-out vec4 OUT_col;
-
-uniform sampler2D diffuseMap;
-
-void main()
-{
- vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f;
-
- OUT_col = vec4(0);
- OUT_col += texture( diffuseMap, IN_uv0 ) * kernel.x;
- OUT_col += texture( diffuseMap, IN_uv1 ) * kernel.y;
- OUT_col += texture( diffuseMap, IN_uv2 ) * kernel.z;
- OUT_col += texture( diffuseMap, IN_uv3 ) * kernel.w;
-
- OUT_col += texture( diffuseMap, IN_uv4 ) * kernel.x;
- OUT_col += texture( diffuseMap, IN_uv5 ) * kernel.y;
- OUT_col += texture( diffuseMap, IN_uv6 ) * kernel.z;
- OUT_col += texture( diffuseMap, IN_uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- //vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
- //OUT_col.a = dot( OUT_col.rgb, rgb2lum );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_V.glsl
deleted file mode 100644
index c77e23c53..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Gausian_V.glsl
+++ /dev/null
@@ -1,91 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-in vec3 vTexCoord1;
-
-#define IN_pos vPosition
-#define _IN_uv vTexCoord0
-#define IN_wsEyeRay vTexCoord1
-
-#define OUT_hpos gl_Position
-out vec3 wsEyeRay;
-#define OUT_wsEyeRay wsEyeRay
-out vec2 uv0;
-#define OUT_uv0 uv0
-out vec2 uv1;
-#define OUT_uv1 uv1
-out vec2 uv2;
-#define OUT_uv2 uv2
-out vec2 uv3;
-#define OUT_uv3 uv3
-out vec2 uv4;
-#define OUT_uv4 uv4
-out vec2 uv5;
-#define OUT_uv5 uv5
-out vec2 uv6;
-#define OUT_uv6 uv6
-out vec2 uv7;
-#define OUT_uv7 uv7
-
-uniform vec2 texSize0;
-uniform vec4 rtParams0;
-uniform vec2 oneOverTargetSize;
-
-
-void main()
-{
- OUT_hpos = IN_pos;
-
- vec2 IN_uv = viewportCoordToRenderTarget( _IN_uv, rtParams0 );
-
- // I don't know why this offset is necessary, but it is.
- //IN_uv = IN_uv * oneOverTargetSize;
-
- OUT_uv0 = IN_uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT_uv1 = IN_uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT_uv2 = IN_uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT_uv3 = IN_uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- OUT_uv4 = IN_uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT_uv5 = IN_uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT_uv6 = IN_uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT_uv7 = IN_uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- /*
- OUT_uv0 = viewportCoordToRenderTarget( OUT_uv0, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( OUT_uv1, rtParams0 );
- OUT_uv2 = viewportCoordToRenderTarget( OUT_uv2, rtParams0 );
- OUT_uv3 = viewportCoordToRenderTarget( OUT_uv3, rtParams0 );
-
- OUT_uv4 = viewportCoordToRenderTarget( OUT_uv4, rtParams0 );
- OUT_uv5 = viewportCoordToRenderTarget( OUT_uv5, rtParams0 );
- OUT_uv6 = viewportCoordToRenderTarget( OUT_uv6, rtParams0 );
- OUT_uv7 = viewportCoordToRenderTarget( OUT_uv7, rtParams0 );
- */
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl
deleted file mode 100644
index bd02fb7d4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_Passthrough_V.glsl
+++ /dev/null
@@ -1,69 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform vec4 rtParams0;
-uniform vec4 rtParams1;
-uniform vec4 rtParams2;
-uniform vec4 rtParams3;
-
-void main()
-{
- /*
- OUT.hpos = IN_pos;
- OUT_uv0 = IN_uv;
- OUT_uv1 = IN_uv;
- OUT_uv2 = IN_uv;
- OUT_uv3 = IN_uv;
- */
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv + rtParams0.xy;
- OUT_uv1 = IN_uv + rtParams1.xy;
- OUT_uv2 = IN_uv + rtParams2.xy;
- OUT_uv3 = IN_uv + rtParams3.xy;
- */
-
- /*
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv * rtParams0.zw;
- OUT_uv1 = IN_uv * rtParams1.zw;
- OUT_uv2 = IN_uv * rtParams2.zw;
- OUT_uv3 = IN_uv * rtParams3.zw;
- */
-
-
- OUT_hpos = IN_pos;
- OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 );
- OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 );
- OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 );
-
-
- OUT_wsEyeRay = IN_wsEyeRay;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl
deleted file mode 100644
index ae94edd78..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_P.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// This vertex and pixel shader applies a 3 x 3 blur to the image in
-// colorMapSampler, which is the same size as the render target.
-// The sample weights are 1/16 in the corners, 2/16 on the edges,
-// and 4/16 in the center.
-
-#include "../../../gl/hlslCompat.glsl"
-
-uniform sampler2D colorSampler; // Output of DofNearCoc()
-
-in vec4 texCoords;
-#define IN_texCoords texCoords
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 color;
- color = vec4(0.0);
- color += texture( colorSampler, IN_texCoords.xz );
- color += texture( colorSampler, IN_texCoords.yz );
- color += texture( colorSampler, IN_texCoords.xw );
- color += texture( colorSampler, IN_texCoords.yw );
- OUT_col = color / 4.0;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl
deleted file mode 100644
index 413abd352..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/dof/gl/DOF_SmallBlur_V.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// This vertex and pixel shader applies a 3 x 3 blur to the image in
-// colorMapSampler, which is the same size as the render target.
-// The sample weights are 1/16 in the corners, 2/16 on the edges,
-// and 4/16 in the center.
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define IN_position vPosition
-#define IN_texCoords vTexCoord0
-
-#define OUT_position gl_Position
-out vec4 texCoords;
-#define OUT_texCoords texCoords
-
-uniform vec2 oneOverTargetSize;
-uniform vec4 rtParams0;
-
-void main()
-{
- const vec4 halfPixel = vec4( -0.5, 0.5, -0.5, 0.5 );
- OUT_position = IN_position; //Transform_ObjectToClip( IN_position );
-
- //vec2 uv = IN_texCoords + rtParams0.xy;
- vec2 uv = viewportCoordToRenderTarget( IN_texCoords, rtParams0 );
- OUT_texCoords = uv.xxyy + halfPixel * oneOverTargetSize.xxyy;
-
- correctSSP(gl_Position);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl
deleted file mode 100644
index fbd529031..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/dbgEdgeDisplayP.hlsl
+++ /dev/null
@@ -1,30 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(edgeBuffer);
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- return float4( TORQUE_TEX2D( edgeBuffer, IN.uv0 ).rrr, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAP.hlsl
deleted file mode 100644
index f5a71687d..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAP.hlsl
+++ /dev/null
@@ -1,66 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(edgeBuffer,0);
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1);
-uniform float2 targetSize;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float2 pixelSize = 1.0 / targetSize;
-
- // Sample edge buffer, bail if not on an edge
- float edgeSample = TORQUE_TEX2D(edgeBuffer, IN.uv0).r;
- clip(edgeSample - 1e-6);
-
- // Ok we're on an edge, so multi-tap sample, average, and return
- float2 offsets[9] = {
- float2( 0.0, 0.0),
- float2(-1.0, -1.0),
- float2( 0.0, -1.0),
- float2( 1.0, -1.0),
- float2( 1.0, 0.0),
- float2( 1.0, 1.0),
- float2( 0.0, 1.0),
- float2(-1.0, 1.0),
- float2(-1.0, 0.0),
- };
-
- float4 accumColor = 0;
- for(int i = 0; i < 9; i++)
- {
- // Multiply the intensity of the edge, by the UV, so that things which maybe
- // aren't quite full edges get sub-pixel sampling to reduce artifacts
-
- // Scaling offsets by 0.5 to reduce the range bluriness from extending to
- // far outward from the edge.
-
- float2 offsetUV = IN.uv1 + edgeSample * ( offsets[i] * 0.5 ) * pixelSize;//rtWidthHeightInvWidthNegHeight.zw;
- //offsetUV *= 0.999;
- accumColor += TORQUE_TEX2D(backBuffer, offsetUV);
- }
- accumColor /= 9.0;
-
- return accumColor;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAV.hlsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAV.hlsl
deleted file mode 100644
index 4718b40f5..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeAAV.hlsl
+++ /dev/null
@@ -1,45 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-
-uniform float4 rtParams0;
-uniform float4 rtParams1;
-uniform float4 rtParams2;
-uniform float4 rtParams3;
-
-PFXVertToPix main( PFXVert IN )
-{
- PFXVertToPix OUT;
-
- OUT.hpos = IN.pos;
- OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 );
- OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 );
- OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 );
-
- OUT.wsEyeRay = IN.wsEyeRay;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl
deleted file mode 100644
index c8bfb2153..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl
+++ /dev/null
@@ -1,93 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(deferredBuffer,0);
-
-// GPU Gems 3, pg 443-444
-float GetEdgeWeight(float2 uv0, in float2 targetSize)
-{
- float2 offsets[9] = {
- float2( 0.0, 0.0),
- float2(-1.0, -1.0),
- float2( 0.0, -1.0),
- float2( 1.0, -1.0),
- float2( 1.0, 0.0),
- float2( 1.0, 1.0),
- float2( 0.0, 1.0),
- float2(-1.0, 1.0),
- float2(-1.0, 0.0),
- };
-
-
- float2 PixelSize = 1.0 / targetSize;
-
- float Depth[9];
- float3 Normal[9];
-
- [unroll] //no getting around this, may as well save the annoying warning message
- for(int i = 0; i < 9; i++)
- {
- float2 uv = uv0 + offsets[i] * PixelSize;
- float4 gbSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uv );
- Depth[i] = gbSample.a;
- Normal[i] = gbSample.rgb;
- }
-
- float4 Deltas1 = float4(Depth[1], Depth[2], Depth[3], Depth[4]);
- float4 Deltas2 = float4(Depth[5], Depth[6], Depth[7], Depth[8]);
-
- Deltas1 = abs(Deltas1 - Depth[0]);
- Deltas2 = abs(Depth[0] - Deltas2);
-
- float4 maxDeltas = max(Deltas1, Deltas2);
- float4 minDeltas = max(min(Deltas1, Deltas2), 0.00001);
-
- float4 depthResults = step(minDeltas * 25.0, maxDeltas);
-
- Deltas1.x = dot(Normal[1], Normal[0]);
- Deltas1.y = dot(Normal[2], Normal[0]);
- Deltas1.z = dot(Normal[3], Normal[0]);
- Deltas1.w = dot(Normal[4], Normal[0]);
-
- Deltas2.x = dot(Normal[5], Normal[0]);
- Deltas2.y = dot(Normal[6], Normal[0]);
- Deltas2.z = dot(Normal[7], Normal[0]);
- Deltas2.w = dot(Normal[8], Normal[0]);
-
- Deltas1 = abs(Deltas1 - Deltas2);
-
- float4 normalResults = step(0.4, Deltas1);
-
- normalResults = max(normalResults, depthResults);
-
- return dot(normalResults, float4(1.0, 1.0, 1.0, 1.0)) * 0.25;
-}
-
-uniform float2 targetSize;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- return GetEdgeWeight(IN.uv0, targetSize);//rtWidthHeightInvWidthNegHeight.zw);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl
deleted file mode 100644
index ccc3b8ba5..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-in vec2 uv0;
-#define IN_uv0 uv0
-
-uniform sampler2D edgeBuffer;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = vec4( texture( edgeBuffer, IN_uv0 ).rrr, 1.0 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAP.glsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAP.glsl
deleted file mode 100644
index 216dc8725..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAP.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D edgeBuffer;
-uniform sampler2D backBuffer;
-uniform vec2 targetSize;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec2 pixelSize = 1.0 / targetSize;
-
- // Sample edge buffer, bail if not on an edge
- float edgeSample = texture(edgeBuffer, IN_uv0).r;
- clip(edgeSample - 1e-6);
-
- // Ok we're on an edge, so multi-tap sample, average, and return
- vec2 offsets[9] = vec2[](
- vec2( 0.0, 0.0),
- vec2(-1.0, -1.0),
- vec2( 0.0, -1.0),
- vec2( 1.0, -1.0),
- vec2( 1.0, 0.0),
- vec2( 1.0, 1.0),
- vec2( 0.0, 1.0),
- vec2(-1.0, 1.0),
- vec2(-1.0, 0.0)
- );
-
- vec4 accumColor = vec4(0.0);
- for(int i = 0; i < 9; i++)
- {
- // Multiply the intensity of the edge, by the UV, so that things which maybe
- // aren't quite full edges get sub-pixel sampling to reduce artifacts
-
- // Scaling offsets by 0.5 to reduce the range bluriness from extending to
- // far outward from the edge.
-
- vec2 offsetUV = IN_uv1 + edgeSample * ( offsets[i] * 0.5 ) * pixelSize;//rtWidthHeightInvWidthNegHeight.zw;
- //offsetUV *= 0.999;
- accumColor+= texture(backBuffer, offsetUV);
- }
- accumColor /= 9.0;
-
- OUT_col = accumColor;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAV.glsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAV.glsl
deleted file mode 100644
index 975532272..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeAAV.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform vec4 rtParams0;
-uniform vec4 rtParams1;
-uniform vec4 rtParams2;
-uniform vec4 rtParams3;
-
-void main()
-{
- OUT_hpos = IN_pos;
- OUT_uv0 = viewportCoordToRenderTarget( IN_uv, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( IN_uv, rtParams1 );
- OUT_uv2 = viewportCoordToRenderTarget( IN_uv, rtParams2 );
- OUT_uv3 = viewportCoordToRenderTarget( IN_uv, rtParams3 );
-
- OUT_wsEyeRay = IN_wsEyeRay;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeDetectP.glsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeDetectP.glsl
deleted file mode 100644
index 02507eee8..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/gl/edgeDetectP.glsl
+++ /dev/null
@@ -1,96 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-// GPU Gems 3, pg 443-444
-float GetEdgeWeight(vec2 uv0, in sampler2D deferredBuffer, in vec2 targetSize)
-{
- vec2 offsets[9] = vec2[](
- vec2( 0.0, 0.0),
- vec2(-1.0, -1.0),
- vec2( 0.0, -1.0),
- vec2( 1.0, -1.0),
- vec2( 1.0, 0.0),
- vec2( 1.0, 1.0),
- vec2( 0.0, 1.0),
- vec2(-1.0, 1.0),
- vec2(-1.0, 0.0)
- );
-
-
- vec2 PixelSize = 1.0 / targetSize;
-
- float Depth[9];
- vec3 Normal[9];
-
- for(int i = 0; i < 9; i++)
- {
- vec2 uv = uv0 + offsets[i] * PixelSize;
- vec4 gbSample = deferredUncondition( deferredBuffer, uv );
- Depth[i] = gbSample.a;
- Normal[i] = gbSample.rgb;
- }
-
- vec4 Deltas1 = vec4(Depth[1], Depth[2], Depth[3], Depth[4]);
- vec4 Deltas2 = vec4(Depth[5], Depth[6], Depth[7], Depth[8]);
-
- Deltas1 = abs(Deltas1 - Depth[0]);
- Deltas2 = abs(Depth[0] - Deltas2);
-
- vec4 maxDeltas = max(Deltas1, Deltas2);
- vec4 minDeltas = max(min(Deltas1, Deltas2), 0.00001);
-
- vec4 depthResults = step(minDeltas * 25.0, maxDeltas);
-
- Deltas1.x = dot(Normal[1], Normal[0]);
- Deltas1.y = dot(Normal[2], Normal[0]);
- Deltas1.z = dot(Normal[3], Normal[0]);
- Deltas1.w = dot(Normal[4], Normal[0]);
-
- Deltas2.x = dot(Normal[5], Normal[0]);
- Deltas2.y = dot(Normal[6], Normal[0]);
- Deltas2.z = dot(Normal[7], Normal[0]);
- Deltas2.w = dot(Normal[8], Normal[0]);
-
- Deltas1 = abs(Deltas1 - Deltas2);
-
- vec4 normalResults = step(0.4, Deltas1);
-
- normalResults = max(normalResults, depthResults);
-
- return dot(normalResults, vec4(1.0, 1.0, 1.0, 1.0)) * 0.25;
-}
-
-in vec2 uv0;
-#define IN_uv0 uv0
-
-uniform sampler2D deferredBuffer;
-uniform vec2 targetSize;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = vec4( GetEdgeWeight(IN_uv0, deferredBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/flashP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/flashP.hlsl
deleted file mode 100644
index 93daf3c26..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/flashP.hlsl
+++ /dev/null
@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-#include "../torque.hlsl"
-
-uniform float damageFlash;
-uniform float whiteOut;
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-
-float4 main(PFXVertToPix IN) : TORQUE_TARGET0
-{
- float4 color1 = TORQUE_TEX2D(backBuffer, IN.uv0);
- float4 color2 = color1 * MUL_COLOR;
- float4 damage = lerp(color1,color2,damageFlash);
- return lerp(damage,WHITE_COLOR,whiteOut);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl
deleted file mode 100644
index 9f3500f67..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl
+++ /dev/null
@@ -1,47 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-#include "./postFx.hlsl"
-#include "./../torque.hlsl"
-#include "./../shaderModelAutoGen.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
-uniform float3 eyePosWorld;
-uniform float4 fogColor;
-uniform float3 fogData;
-uniform float4 rtParams0;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- //float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
- float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
- //return float4( depth, 0, 0, 0.7 );
-
- float factor = computeSceneFog( eyePosWorld,
- eyePosWorld + ( IN.wsEyeRay * depth ),
- fogData.x,
- fogData.y,
- fogData.z );
-
- return hdrEncode( float4( fogColor.rgb, 1.0 - saturate( factor ) ) );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fxaa/Fxaa3_11.h b/Templates/BaseGame/game/core/shaders/postFX/fxaa/Fxaa3_11.h
deleted file mode 100644
index 9ca7627d4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fxaa/Fxaa3_11.h
+++ /dev/null
@@ -1,2047 +0,0 @@
-/*============================================================================
-
-
- NVIDIA FXAA 3.11 by TIMOTHY LOTTES
-
-
-------------------------------------------------------------------------------
-COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
-------------------------------------------------------------------------------
-TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
-*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
-OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
-OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
-CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
-LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
-OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
-THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
-DAMAGES.
-
-------------------------------------------------------------------------------
- INTEGRATION CHECKLIST
-------------------------------------------------------------------------------
-(1.)
-In the shader source, setup defines for the desired configuration.
-When providing multiple shaders (for different presets),
-simply setup the defines differently in multiple files.
-Example,
-
- #define FXAA_PC 1
- #define FXAA_HLSL_5 1
- #define FXAA_QUALITY__PRESET 12
-
-Or,
-
- #define FXAA_360 1
-
-Or,
-
- #define FXAA_PS3 1
-
-Etc.
-
-(2.)
-Then include this file,
-
- include "Fxaa3_11.h"
-
-(3.)
-Then call the FXAA pixel shader from within your desired shader.
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-As for FXAA 3.11 all inputs for all shaders are the same
-to enable easy porting between platforms.
-
- return FxaaPixelShader(...);
-
-(4.)
-Insure pass prior to FXAA outputs RGBL (see next section).
-Or use,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-(5.)
-Setup engine to provide the following constants
-which are used in the FxaaPixelShader() inputs,
-
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-
-Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-
-(6.)
-Have FXAA vertex shader run as a full screen triangle,
-and output "pos" and "fxaaConsolePosPos"
-such that inputs in the pixel shader provide,
-
- // {xy} = center of pixel
- FxaaFloat2 pos,
-
- // {xy__} = upper left of pixel
- // {__zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
-
-(7.)
-Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
-
-
-------------------------------------------------------------------------------
- INTEGRATION - RGBL AND COLORSPACE
-------------------------------------------------------------------------------
-FXAA3 requires RGBL as input unless the following is set,
-
- #define FXAA_GREEN_AS_LUMA 1
-
-In which case the engine uses green in place of luma,
-and requires RGB input is in a non-linear colorspace.
-
-RGB should be LDR (low dynamic range).
-Specifically do FXAA after tonemapping.
-
-RGB data as returned by a texture fetch can be non-linear,
-or linear when FXAA_GREEN_AS_LUMA is not set.
-Note an "sRGB format" texture counts as linear,
-because the result of a texture fetch is linear data.
-Regular "RGBA8" textures in the sRGB colorspace are non-linear.
-
-If FXAA_GREEN_AS_LUMA is not set,
-luma must be stored in the alpha channel prior to running FXAA.
-This luma should be in a perceptual space (could be gamma 2.0).
-Example pass before FXAA where output is gamma 2.0 encoded,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.rgb = sqrt(color.rgb); // gamma 2.0 color output
- color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
- return color;
-
-Another example where output is linear encoded,
-say for instance writing to an sRGB formated render target,
-where the render target does the conversion back to sRGB after blending,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- return color;
-
-To use FXAA,
-
- color.rgb = ToneMap(color.rgb); // linear color output
- color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
- return color;
-
-Getting luma correct is required for the algorithm to work correctly.
-
-
-------------------------------------------------------------------------------
- BEING LINEARLY CORRECT?
-------------------------------------------------------------------------------
-Applying FXAA to a framebuffer with linear RGB color will look worse.
-This is very counter intuitive, but happends to be true in this case.
-The reason is because dithering artifacts will be more visiable
-in a linear colorspace.
-
-
-------------------------------------------------------------------------------
- COMPLEX INTEGRATION
-------------------------------------------------------------------------------
-Q. What if the engine is blending into RGB before wanting to run FXAA?
-
-A. In the last opaque pass prior to FXAA,
- have the pass write out luma into alpha.
- Then blend into RGB only.
- FXAA should be able to run ok
- assuming the blending pass did not any add aliasing.
- This should be the common case for particles and common blending passes.
-
-A. Or use FXAA_GREEN_AS_LUMA.
-
-============================================================================*/
-
-/*============================================================================
-
- INTEGRATION KNOBS
-
-============================================================================*/
-//
-// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
-// FXAA_360_OPT is a prototype for the new optimized 360 version.
-//
-// 1 = Use API.
-// 0 = Don't use API.
-//
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_PS3
- #define FXAA_PS3 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_360
- #define FXAA_360 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_360_OPT
- #define FXAA_360_OPT 0
-#endif
-/*==========================================================================*/
-#ifndef FXAA_PC
- //
- // FXAA Quality
- // The high quality PC algorithm.
- //
- #define FXAA_PC 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_PC_CONSOLE
- //
- // The console algorithm for PC is included
- // for developers targeting really low spec machines.
- // Likely better to just run FXAA_PC, and use a really low preset.
- //
- #define FXAA_PC_CONSOLE 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_120
- #define FXAA_GLSL_120 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GLSL_130
- #define FXAA_GLSL_130 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_HLSL_3
- #define FXAA_HLSL_3 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_HLSL_4
- #define FXAA_HLSL_4 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_HLSL_5
- #define FXAA_HLSL_5 0
-#endif
-/*==========================================================================*/
-#ifndef FXAA_GREEN_AS_LUMA
- //
- // For those using non-linear color,
- // and either not able to get luma in alpha, or not wanting to,
- // this enables FXAA to run using green as a proxy for luma.
- // So with this enabled, no need to pack luma in alpha.
- //
- // This will turn off AA on anything which lacks some amount of green.
- // Pure red and blue or combination of only R and B, will get no AA.
- //
- // Might want to lower the settings for both,
- // fxaaConsoleEdgeThresholdMin
- // fxaaQualityEdgeThresholdMin
- // In order to insure AA does not get turned off on colors
- // which contain a minor amount of green.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_GREEN_AS_LUMA 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_EARLY_EXIT
- //
- // Controls algorithm's early exit path.
- // On PS3 turning this ON adds 2 cycles to the shader.
- // On 360 turning this OFF adds 10ths of a millisecond to the shader.
- // Turning this off on console will result in a more blurry image.
- // So this defaults to on.
- //
- // 1 = On.
- // 0 = Off.
- //
- #define FXAA_EARLY_EXIT 1
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_DISCARD
- //
- // Only valid for PC OpenGL currently.
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
- //
- // 1 = Use discard on pixels which don't need AA.
- // For APIs which enable concurrent TEX+ROP from same surface.
- // 0 = Return unchanged color on pixels which don't need AA.
- //
- #define FXAA_DISCARD 0
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_FAST_PIXEL_OFFSET
- //
- // Used for GLSL 120 only.
- //
- // 1 = GL API supports fast pixel offsets
- // 0 = do not use fast pixel offsets
- //
- #ifdef GL_EXT_gpu_shader4
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_FAST_PIXEL_OFFSET 1
- #endif
- #ifndef FXAA_FAST_PIXEL_OFFSET
- #define FXAA_FAST_PIXEL_OFFSET 0
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_GATHER4_ALPHA
- //
- // 1 = API supports gather4 on alpha channel.
- // 0 = API does not support gather4 on alpha channel.
- //
- #if (FXAA_HLSL_5 == 1)
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
-#endif
-
-/*============================================================================
- FXAA CONSOLE PS3 - TUNING KNOBS
-============================================================================*/
-#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
- //
- // Consoles the sharpness of edges on PS3 only.
- // Non-PS3 tuning is done with shader input.
- //
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- //
- // 8.0 is sharper
- // 4.0 is softer
- // 2.0 is really soft (good for vector graphics inputs)
- //
- #if 1
- #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
- #endif
- #if 0
- #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
- #endif
- #if 0
- #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
- //
- // Only effects PS3.
- // Non-PS3 tuning is done with shader input.
- //
- // The minimum amount of local contrast required to apply algorithm.
- // The console setting has a different mapping than the quality setting.
- //
- // This only applies when FXAA_EARLY_EXIT is 1.
- //
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 0.25 and 0.125.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- //
- // 0.125 leaves less aliasing, but is softer
- // 0.25 leaves more aliasing, and is sharper
- //
- #if 1
- #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
- #else
- #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
- #endif
-#endif
-
-/*============================================================================
- FXAA QUALITY - TUNING KNOBS
-------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
-============================================================================*/
-#ifndef FXAA_QUALITY__PRESET
- //
- // Choose the quality preset.
- // This needs to be compiled into the shader as it effects code.
- // Best option to include multiple presets is to
- // in each shader define the preset, then include this file.
- //
- // OPTIONS
- // -----------------------------------------------------------------------
- // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
- // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
- // 39 - no dither, very expensive
- //
- // NOTES
- // -----------------------------------------------------------------------
- // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
- // 13 = about same speed as FXAA 3.9 and better than 12
- // 23 = closest to FXAA 3.9 visually and performance wise
- // _ = the lowest digit is directly related to performance
- // _ = the highest digit is directly related to style
- //
- #define FXAA_QUALITY__PRESET 12
-#endif
-
-
-/*============================================================================
-
- FXAA QUALITY - PRESETS
-
-============================================================================*/
-
-/*============================================================================
- FXAA QUALITY - MEDIUM DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 10)
- #define FXAA_QUALITY__PS 3
- #define FXAA_QUALITY__P0 1.5
- #define FXAA_QUALITY__P1 3.0
- #define FXAA_QUALITY__P2 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 11)
- #define FXAA_QUALITY__PS 4
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 3.0
- #define FXAA_QUALITY__P3 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 12)
- #define FXAA_QUALITY__PS 5
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 4.0
- #define FXAA_QUALITY__P4 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 13)
- #define FXAA_QUALITY__PS 6
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 4.0
- #define FXAA_QUALITY__P5 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 14)
- #define FXAA_QUALITY__PS 7
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 4.0
- #define FXAA_QUALITY__P6 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 15)
- #define FXAA_QUALITY__PS 8
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 4.0
- #define FXAA_QUALITY__P7 12.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - LOW DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 20)
- #define FXAA_QUALITY__PS 3
- #define FXAA_QUALITY__P0 1.5
- #define FXAA_QUALITY__P1 2.0
- #define FXAA_QUALITY__P2 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 21)
- #define FXAA_QUALITY__PS 4
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 22)
- #define FXAA_QUALITY__PS 5
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 23)
- #define FXAA_QUALITY__PS 6
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 24)
- #define FXAA_QUALITY__PS 7
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 3.0
- #define FXAA_QUALITY__P6 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 25)
- #define FXAA_QUALITY__PS 8
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 4.0
- #define FXAA_QUALITY__P7 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 26)
- #define FXAA_QUALITY__PS 9
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 4.0
- #define FXAA_QUALITY__P8 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 27)
- #define FXAA_QUALITY__PS 10
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 4.0
- #define FXAA_QUALITY__P9 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 28)
- #define FXAA_QUALITY__PS 11
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 4.0
- #define FXAA_QUALITY__P10 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 29)
- #define FXAA_QUALITY__PS 12
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.5
- #define FXAA_QUALITY__P2 2.0
- #define FXAA_QUALITY__P3 2.0
- #define FXAA_QUALITY__P4 2.0
- #define FXAA_QUALITY__P5 2.0
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 2.0
- #define FXAA_QUALITY__P10 4.0
- #define FXAA_QUALITY__P11 8.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - EXTREME QUALITY
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 39)
- #define FXAA_QUALITY__PS 12
- #define FXAA_QUALITY__P0 1.0
- #define FXAA_QUALITY__P1 1.0
- #define FXAA_QUALITY__P2 1.0
- #define FXAA_QUALITY__P3 1.0
- #define FXAA_QUALITY__P4 1.0
- #define FXAA_QUALITY__P5 1.5
- #define FXAA_QUALITY__P6 2.0
- #define FXAA_QUALITY__P7 2.0
- #define FXAA_QUALITY__P8 2.0
- #define FXAA_QUALITY__P9 2.0
- #define FXAA_QUALITY__P10 4.0
- #define FXAA_QUALITY__P11 8.0
-#endif
-
-
-
-/*============================================================================
-
- API PORTING
-
-============================================================================*/
-#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
- #define FxaaBool bool
- #define FxaaDiscard discard
- #define FxaaFloat float
- #define FxaaFloat2 vec2
- #define FxaaFloat3 vec3
- #define FxaaFloat4 vec4
- #define FxaaHalf float
- #define FxaaHalf2 vec2
- #define FxaaHalf3 vec3
- #define FxaaHalf4 vec4
- #define FxaaInt2 ivec2
- #define FxaaSat(x) clamp(x, 0.0, 1.0)
- #define FxaaTex sampler2D
-#else
- #define FxaaBool bool
- #define FxaaDiscard clip(-1)
- #define FxaaFloat float
- #define FxaaFloat2 float2
- #define FxaaFloat3 float3
- #define FxaaFloat4 float4
- #define FxaaHalf half
- #define FxaaHalf2 half2
- #define FxaaHalf3 half3
- #define FxaaHalf4 half4
- #define FxaaSat(x) saturate(x)
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_120 == 1)
- // Requires,
- // #version 120
- // And at least,
- // #extension GL_EXT_gpu_shader4 : enable
- // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
- #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
- #if (FXAA_FAST_PIXEL_OFFSET == 1)
- #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
- #else
- #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
- #endif
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_GLSL_130 == 1)
- // Requires "#version 130" or better
- #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
- #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
- #if (FXAA_GATHER4_ALPHA == 1)
- // use #extension GL_ARB_gpu_shader5 : enable
- #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
- #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
- #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
- #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
- #endif
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
- #define FxaaInt2 float2
- #define FxaaTex sampler2D
- #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
- #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_HLSL_4 == 1)
- #define FxaaInt2 int2
- struct FxaaTex { SamplerState smpl; Texture2D tex; };
- #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
- #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_HLSL_5 == 1)
- #define FxaaInt2 int2
- struct FxaaTex { SamplerState smpl; Texture2D tex; };
- #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
- #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
- #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
- #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
- #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
- #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
-#endif
-
-
-/*============================================================================
- GREEN AS LUMA OPTION SUPPORT FUNCTION
-============================================================================*/
-#if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
-#else
- FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
-#endif
-
-
-
-
-/*============================================================================
-
- FXAA3 QUALITY - PC
-
-============================================================================*/
-#if (FXAA_PC == 1)
-/*--------------------------------------------------------------------------*/
-FxaaFloat4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- FxaaFloat2 pos,
- //
- // Used only for FXAA Console, and not used on the 360 version.
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy__} = upper left of pixel
- // {__zw} = lower right of pixel
- FxaaFloat4 fxaaConsolePosPos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
- // if (FXAA_GREEN_AS_LUMA == 0)
- // {___a} = luma in perceptual color space (not linear)
- FxaaTex tex,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 2nd sampler.
- // This sampler needs to have an exponent bias of -1.
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- //
- // Only used on the optimized 360 version of FXAA Console.
- // For everything but 360, just use the same input here as for "tex".
- // For 360, same texture, just alias with a 3nd sampler.
- // This sampler needs to have an exponent bias of -2.
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- FxaaFloat2 fxaaQualityRcpFrame,
- //
- // Only used on FXAA Console.
- // This must be from a constant/uniform.
- // This effects sub-pixel AA quality and inversely sharpness.
- // Where N ranges between,
- // N = 0.50 (default)
- // N = 0.33 (sharper)
- // {x___} = -N/screenWidthInPixels
- // {_y__} = -N/screenHeightInPixels
- // {__z_} = N/screenWidthInPixels
- // {___w} = N/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- //
- // Only used on FXAA Console.
- // Not used on 360, but used on PS3 and PC.
- // This must be from a constant/uniform.
- // {x___} = -2.0/screenWidthInPixels
- // {_y__} = -2.0/screenHeightInPixels
- // {__z_} = 2.0/screenWidthInPixels
- // {___w} = 2.0/screenHeightInPixels
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- //
- // Only used on FXAA Console.
- // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
- // This must be from a constant/uniform.
- // {x___} = 8.0/screenWidthInPixels
- // {_y__} = 8.0/screenHeightInPixels
- // {__z_} = -4.0/screenWidthInPixels
- // {___w} = -4.0/screenHeightInPixels
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- FxaaFloat fxaaQualitySubpix,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- FxaaFloat fxaaQualityEdgeThreshold,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaQualityEdgeThresholdMin,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
- // Due to the PS3 being ALU bound,
- // there are only three safe values here: 2 and 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // For all other platforms can be a non-power of two.
- // 8.0 is sharper (default!!!)
- // 4.0 is softer
- // 2.0 is really soft (good only for vector graphics inputs)
- FxaaFloat fxaaConsoleEdgeSharpness,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
- // Due to the PS3 being ALU bound,
- // there are only two safe values here: 1/4 and 1/8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // The console setting has a different mapping than the quality setting.
- // Other platforms can use other values.
- // 0.125 leaves less aliasing, but is softer (default!!!)
- // 0.25 leaves more aliasing, and is sharper
- FxaaFloat fxaaConsoleEdgeThreshold,
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // The console setting has a different mapping than the quality setting.
- // This only applies when FXAA_EARLY_EXIT is 1.
- // This does not apply to PS3,
- // PS3 was simplified to avoid more shader instructions.
- // 0.06 - faster but more aliasing in darks
- // 0.05 - default
- // 0.04 - slower and less aliasing in darks
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- //
- // Extra constants for 360 FXAA Console only.
- // Use zeros or anything else for other platforms.
- // These must be in physical constant registers and NOT immedates.
- // Immedates will result in compiler un-optimizing.
- // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- #if (FXAA_GATHER4_ALPHA == 1)
- #if (FXAA_DISCARD == 0)
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- #endif
- #if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
- #else
- FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
- FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
- #endif
- #if (FXAA_DISCARD == 1)
- #define lumaM luma4A.w
- #endif
- #define lumaE luma4A.z
- #define lumaS luma4A.x
- #define lumaSE luma4A.y
- #define lumaNW luma4B.w
- #define lumaN luma4B.z
- #define lumaW luma4B.x
- #else
- FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
- #if (FXAA_GREEN_AS_LUMA == 0)
- #define lumaM rgbyM.w
- #else
- #define lumaM rgbyM.y
- #endif
- FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat maxSM = max(lumaS, lumaM);
- FxaaFloat minSM = min(lumaS, lumaM);
- FxaaFloat maxESM = max(lumaE, maxSM);
- FxaaFloat minESM = min(lumaE, minSM);
- FxaaFloat maxWN = max(lumaN, lumaW);
- FxaaFloat minWN = min(lumaN, lumaW);
- FxaaFloat rangeMax = max(maxWN, maxESM);
- FxaaFloat rangeMin = min(minWN, minESM);
- FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- FxaaFloat range = rangeMax - rangeMin;
- FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- FxaaBool earlyExit = range < rangeMaxClamped;
-/*--------------------------------------------------------------------------*/
- if(earlyExit)
- #if (FXAA_DISCARD == 1)
- FxaaDiscard;
- #else
- return rgbyM;
- #endif
-/*--------------------------------------------------------------------------*/
- #if (FXAA_GATHER4_ALPHA == 0)
- FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #else
- FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
- FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNS = lumaN + lumaS;
- FxaaFloat lumaWE = lumaW + lumaE;
- FxaaFloat subpixRcpRange = 1.0/range;
- FxaaFloat subpixNSWE = lumaNS + lumaWE;
- FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNESE = lumaNE + lumaSE;
- FxaaFloat lumaNWNE = lumaNW + lumaNE;
- FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNWSW = lumaNW + lumaSW;
- FxaaFloat lumaSWSE = lumaSW + lumaSE;
- FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
- FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
-/*--------------------------------------------------------------------------*/
- FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
- FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
- FxaaBool horzSpan = edgeHorz >= edgeVert;
- FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
-/*--------------------------------------------------------------------------*/
- if(!horzSpan) lumaN = lumaW;
- if(!horzSpan) lumaS = lumaE;
- if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
- FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
-/*--------------------------------------------------------------------------*/
- FxaaFloat gradientN = lumaN - lumaM;
- FxaaFloat gradientS = lumaS - lumaM;
- FxaaFloat lumaNN = lumaN + lumaM;
- FxaaFloat lumaSS = lumaS + lumaM;
- FxaaBool pairN = abs(gradientN) >= abs(gradientS);
- FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
- if(pairN) lengthSign = -lengthSign;
- FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- FxaaFloat2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- if(!horzSpan) posB.x += lengthSign * 0.5;
- if( horzSpan) posB.y += lengthSign * 0.5;
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
- FxaaFloat2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
- FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
- FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
- FxaaFloat subpixE = subpixC * subpixC;
- FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
-/*--------------------------------------------------------------------------*/
- if(!pairN) lumaNN = lumaSS;
- FxaaFloat gradientScaled = gradient * 1.0/4.0;
- FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
- FxaaFloat subpixF = subpixD * subpixE;
- FxaaBool lumaMLTZero = lumaMM < 0.0;
-/*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
- FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
- FxaaBool doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
-/*--------------------------------------------------------------------------*/
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 3)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 4)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 5)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 6)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 7)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 8)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 9)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 10)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 11)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
-/*--------------------------------------------------------------------------*/
- #if (FXAA_QUALITY__PS > 12)
- if(doneNP) {
- if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
- if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
- if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
- doneNP = (!doneN) || (!doneP);
- if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
- if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
- #endif
-/*--------------------------------------------------------------------------*/
- }
-/*--------------------------------------------------------------------------*/
- FxaaFloat dstN = posM.x - posN.x;
- FxaaFloat dstP = posP.x - posM.x;
- if(!horzSpan) dstN = posM.y - posN.y;
- if(!horzSpan) dstP = posP.y - posM.y;
-/*--------------------------------------------------------------------------*/
- FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- FxaaFloat spanLength = (dstP + dstN);
- FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- FxaaFloat spanLengthRcp = 1.0/spanLength;
-/*--------------------------------------------------------------------------*/
- FxaaBool directionN = dstN < dstP;
- FxaaFloat dst = min(dstN, dstP);
- FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
- FxaaFloat subpixG = subpixF * subpixF;
- FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
-/*--------------------------------------------------------------------------*/
- FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
- if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
- #if (FXAA_DISCARD == 1)
- return FxaaTexTop(tex, posM);
- #else
- return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
- #endif
-}
-/*==========================================================================*/
-#endif
-
-
-
-
-/*============================================================================
-
- FXAA3 CONSOLE - PC VERSION
-
-------------------------------------------------------------------------------
-Instead of using this on PC, I'd suggest just using FXAA Quality with
- #define FXAA_QUALITY__PRESET 10
-Or
- #define FXAA_QUALITY__PRESET 20
-Either are higher qualilty and almost as fast as this on modern PC GPUs.
-============================================================================*/
-#if (FXAA_PC_CONSOLE == 1)
-/*--------------------------------------------------------------------------*/
-FxaaFloat4 FxaaPixelShader(
- // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
- FxaaFloat2 pos,
- FxaaFloat4 fxaaConsolePosPos,
- FxaaTex tex,
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
- FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
- FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
- FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
-/*--------------------------------------------------------------------------*/
- FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
- #if (FXAA_GREEN_AS_LUMA == 0)
- FxaaFloat lumaM = rgbyM.w;
- #else
- FxaaFloat lumaM = rgbyM.y;
- #endif
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
- lumaNe += 1.0/384.0;
- FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
- FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
- FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
-/*--------------------------------------------------------------------------*/
- FxaaFloat lumaMinM = min(lumaMin, lumaM);
- FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
- FxaaFloat lumaMaxM = max(lumaMax, lumaM);
- FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
- FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
- FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
- if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 dir;
- dir.x = dirSwMinusNe + dirSeMinusNw;
- dir.y = dirSwMinusNe - dirSeMinusNw;
-/*--------------------------------------------------------------------------*/
- FxaaFloat2 dir1 = normalize(dir.xy);
- FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
- FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
-/*--------------------------------------------------------------------------*/
- FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
- FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
-/*--------------------------------------------------------------------------*/
- FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
- FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
-/*--------------------------------------------------------------------------*/
- FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
- FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
-/*--------------------------------------------------------------------------*/
- #if (FXAA_GREEN_AS_LUMA == 0)
- FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
- #else
- FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
- #endif
- if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
- return rgbyB; }
-/*==========================================================================*/
-#endif
-
-
-
-/*============================================================================
-
- FXAA3 CONSOLE - 360 PIXEL SHADER
-
-------------------------------------------------------------------------------
-This optimized version thanks to suggestions from Andy Luedke.
-Should be fully tex bound in all cases.
-As of the FXAA 3.11 release, I have still not tested this code,
-however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
-And note this is replacing the old unoptimized version.
-If it does not work, please let me know so I can fix it.
-============================================================================*/
-#if (FXAA_360 == 1)
-/*--------------------------------------------------------------------------*/
-[reduceTempRegUsage(4)]
-float4 FxaaPixelShader(
- // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
- FxaaFloat2 pos,
- FxaaFloat4 fxaaConsolePosPos,
- FxaaTex tex,
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
- float4 lumaNwNeSwSe;
- #if (FXAA_GREEN_AS_LUMA == 0)
- asm {
- tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
- };
- #else
- asm {
- tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
- tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
- };
- #endif
-/*--------------------------------------------------------------------------*/
- lumaNwNeSwSe.y += 1.0/384.0;
- float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
- float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
- float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
- float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
-/*--------------------------------------------------------------------------*/
- float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- float lumaMinM = min(lumaMin, rgbyM.w);
- float lumaMaxM = max(lumaMax, rgbyM.w);
- #else
- float lumaMinM = min(lumaMin, rgbyM.y);
- float lumaMaxM = max(lumaMax, rgbyM.y);
- #endif
- if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
-/*--------------------------------------------------------------------------*/
- float2 dir;
- dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
- dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
- dir = normalize(dir);
-/*--------------------------------------------------------------------------*/
- float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
-/*--------------------------------------------------------------------------*/
- float4 dir2;
- float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
- dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
- dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
-/*--------------------------------------------------------------------------*/
- float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
- float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
- float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
- float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
-/*--------------------------------------------------------------------------*/
- float4 rgbyA = rgbyN1 + rgbyP1;
- float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5;
-/*--------------------------------------------------------------------------*/
- float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB;
- rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA;
- return rgbyR; }
-/*==========================================================================*/
-#endif
-
-
-
-/*============================================================================
-
- FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
-
-==============================================================================
-The code below does not exactly match the assembly.
-I have a feeling that 12 cycles is possible, but was not able to get there.
-Might have to increase register count to get full performance.
-Note this shader does not use perspective interpolation.
-
-Use the following cgc options,
-
- --fenable-bx2 --fastmath --fastprecision --nofloatbindings
-
-------------------------------------------------------------------------------
- NVSHADERPERF OUTPUT
-------------------------------------------------------------------------------
-For reference and to aid in debug, output of NVShaderPerf should match this,
-
-Shader to schedule:
- 0: texpkb h0.w(TRUE), v5.zyxx, #0
- 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
- 4: texpkb h0.w(TRUE), v5.xwxx, #0
- 6: addh h0.z(TRUE), -h2, h0.w
- 7: texpkb h1.w(TRUE), v5, #0
- 9: addh h0.x(TRUE), h0.z, -h1.w
- 10: addh h3.w(TRUE), h0.z, h1
- 11: texpkb h2.w(TRUE), v5.zwzz, #0
- 13: addh h0.z(TRUE), h3.w, -h2.w
- 14: addh h0.x(TRUE), h2.w, h0
- 15: nrmh h1.xz(TRUE), h0_n
- 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
- 17: maxh h4.w(TRUE), h0, h1
- 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
- 19: movr r1.zw(TRUE), v4.xxxy
- 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
- 22: minh h5.w(TRUE), h0, h1
- 23: texpkb h0(TRUE), r2.xzxx, #0
- 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
- 27: maxh h4.x(TRUE), h2.z, h2.w
- 28: texpkb h1(TRUE), r0.zwzz, #0
- 30: addh_d2 h1(TRUE), h0, h1
- 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
- 33: texpkb h0(TRUE), r0, #0
- 35: minh h4.z(TRUE), h2, h2.w
- 36: fenct TRUE
- 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
- 39: texpkb h2(TRUE), r1, #0
- 41: addh_d2 h0(TRUE), h0, h2
- 42: maxh h2.w(TRUE), h4, h4.x
- 43: minh h2.x(TRUE), h5.w, h4.z
- 44: addh_d2 h0(TRUE), h0, h1
- 45: slth h2.x(TRUE), h0.w, h2
- 46: sgth h2.w(TRUE), h0, h2
- 47: movh h0(TRUE), h0
- 48: addx.c0 rc(TRUE), h2, h2.w
- 49: movh h0(c0.NE.x), h1
-
-IPU0 ------ Simplified schedule: --------
-Pass | Unit | uOp | PC: Op
------+--------+------+-------------------------
- 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
- | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
- | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
- | | |
- 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
- | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
- | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
- | | |
- 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
- | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
- | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
- | SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
- | | |
- 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
- | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
- | SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
- | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
- | | |
- 5 | SCT1 | mov | 15: NRMh h1.xz, h0;
- | SRB | nrm | 15: NRMh h1.xz, h0;
- | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
- | SCB1 | max | 17: MAXh h4.w, h0, h1;
- | | |
- 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
- | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
- | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
- | SCB1 | min | 22: MINh h5.w, h0, h1;
- | | |
- 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
- | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
- | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
- | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
- | | |
- 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
- | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
- | SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
- | | |
- 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
- | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
- | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
- | SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
- | | |
- 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
- | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
- | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
- | SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
- | | |
- 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
- | SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
- | SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
- | | |
- 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
- | SCT1 | set | 46: SGTh h2.w, h0, h2;
- | SCB0/1 | mul | 47: MOVh h0, h0;
- | | |
- 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
- | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
-
-Pass SCT TEX SCB
- 1: 0% 100% 25%
- 2: 0% 100% 25%
- 3: 0% 100% 50%
- 4: 0% 100% 50%
- 5: 0% 0% 50%
- 6: 100% 0% 75%
- 7: 0% 100% 75%
- 8: 0% 100% 100%
- 9: 0% 100% 25%
- 10: 0% 100% 100%
- 11: 50% 0% 100%
- 12: 50% 0% 100%
- 13: 25% 0% 100%
-
-MEAN: 17% 61% 67%
-
-Pass SCT0 SCT1 TEX SCB0 SCB1
- 1: 0% 0% 100% 0% 100%
- 2: 0% 0% 100% 0% 100%
- 3: 0% 0% 100% 100% 100%
- 4: 0% 0% 100% 100% 100%
- 5: 0% 0% 0% 100% 100%
- 6: 100% 100% 0% 100% 100%
- 7: 0% 0% 100% 100% 100%
- 8: 0% 0% 100% 100% 100%
- 9: 0% 0% 100% 0% 100%
- 10: 0% 0% 100% 100% 100%
- 11: 100% 100% 0% 100% 100%
- 12: 100% 100% 0% 100% 100%
- 13: 100% 0% 0% 100% 100%
-
-MEAN: 30% 23% 61% 76% 100%
-Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
-Results 13 cycles, 3 r regs, 923,076,923 pixels/s
-============================================================================*/
-#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
-/*--------------------------------------------------------------------------*/
-#pragma regcount 7
-#pragma disablepc all
-#pragma option O3
-#pragma option OutColorPrec=fp16
-#pragma texformat default RGBA8
-/*==========================================================================*/
-half4 FxaaPixelShader(
- // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
- FxaaFloat2 pos,
- FxaaFloat4 fxaaConsolePosPos,
- FxaaTex tex,
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
-// (1)
- half4 dir;
- half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- lumaNe.w += half(1.0/512.0);
- dir.x = -lumaNe.w;
- dir.z = -lumaNe.w;
- #else
- lumaNe.y += half(1.0/512.0);
- dir.x = -lumaNe.y;
- dir.z = -lumaNe.y;
- #endif
-/*--------------------------------------------------------------------------*/
-// (2)
- half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- dir.x += lumaSw.w;
- dir.z += lumaSw.w;
- #else
- dir.x += lumaSw.y;
- dir.z += lumaSw.y;
- #endif
-/*--------------------------------------------------------------------------*/
-// (3)
- half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- dir.x -= lumaNw.w;
- dir.z += lumaNw.w;
- #else
- dir.x -= lumaNw.y;
- dir.z += lumaNw.y;
- #endif
-/*--------------------------------------------------------------------------*/
-// (4)
- half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- dir.x += lumaSe.w;
- dir.z -= lumaSe.w;
- #else
- dir.x += lumaSe.y;
- dir.z -= lumaSe.y;
- #endif
-/*--------------------------------------------------------------------------*/
-// (5)
- half4 dir1_pos;
- dir1_pos.xy = normalize(dir.xyz).xz;
- half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
-/*--------------------------------------------------------------------------*/
-// (6)
- half4 dir2_pos;
- dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
- dir1_pos.zw = pos.xy;
- dir2_pos.zw = pos.xy;
- half4 temp1N;
- temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
-/*--------------------------------------------------------------------------*/
-// (7)
- temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
- half4 rgby1;
- rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
-/*--------------------------------------------------------------------------*/
-// (8)
- rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
- rgby1 = (temp1N + rgby1) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (9)
- half4 temp2N;
- temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
- temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
-/*--------------------------------------------------------------------------*/
-// (10)
- half4 rgby2;
- rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
- rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
- rgby2 = (temp2N + rgby2) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (11)
- // compilier moves these scalar ops up to other cycles
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
- half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
- #else
- half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
- half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
- #endif
- rgby2 = (rgby2 + rgby1) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (12)
- #if (FXAA_GREEN_AS_LUMA == 0)
- bool twoTapLt = rgby2.w < lumaMin;
- bool twoTapGt = rgby2.w > lumaMax;
- #else
- bool twoTapLt = rgby2.y < lumaMin;
- bool twoTapGt = rgby2.y > lumaMax;
- #endif
-/*--------------------------------------------------------------------------*/
-// (13)
- if(twoTapLt || twoTapGt) rgby2 = rgby1;
-/*--------------------------------------------------------------------------*/
- return rgby2; }
-/*==========================================================================*/
-#endif
-
-
-
-/*============================================================================
-
- FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
-
-==============================================================================
-The code mostly matches the assembly.
-I have a feeling that 14 cycles is possible, but was not able to get there.
-Might have to increase register count to get full performance.
-Note this shader does not use perspective interpolation.
-
-Use the following cgc options,
-
- --fenable-bx2 --fastmath --fastprecision --nofloatbindings
-
-Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
-Will look at fixing this for FXAA 3.12.
-------------------------------------------------------------------------------
- NVSHADERPERF OUTPUT
-------------------------------------------------------------------------------
-For reference and to aid in debug, output of NVShaderPerf should match this,
-
-Shader to schedule:
- 0: texpkb h0.w(TRUE), v5.zyxx, #0
- 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
- 4: texpkb h1.w(TRUE), v5.xwxx, #0
- 6: addh h0.x(TRUE), h1.w, -h2.y
- 7: texpkb h2.w(TRUE), v5.zwzz, #0
- 9: minh h4.w(TRUE), h2.y, h2
- 10: maxh h5.x(TRUE), h2.y, h2.w
- 11: texpkb h0.w(TRUE), v5, #0
- 13: addh h3.w(TRUE), -h0, h0.x
- 14: addh h0.x(TRUE), h0.w, h0
- 15: addh h0.z(TRUE), -h2.w, h0.x
- 16: addh h0.x(TRUE), h2.w, h3.w
- 17: minh h5.y(TRUE), h0.w, h1.w
- 18: nrmh h2.xz(TRUE), h0_n
- 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
- 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
- 21: movr r1.zw(TRUE), v4.xxxy
- 22: maxh h2.w(TRUE), h0, h1
- 23: fenct TRUE
- 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
- 26: texpkb h0(TRUE), r0, #0
- 28: maxh h5.x(TRUE), h2.w, h5
- 29: minh h5.w(TRUE), h5.y, h4
- 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
- 32: texpkb h2(TRUE), r1, #0
- 34: addh_d2 h2(TRUE), h0, h2
- 35: texpkb h1(TRUE), v4, #0
- 37: maxh h5.y(TRUE), h5.x, h1.w
- 38: minh h4.w(TRUE), h1, h5
- 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
- 41: texpkb h0(TRUE), r0, #0
- 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
- 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
- 46: texpkb h3(TRUE), r2, #0
- 48: addh_d2 h0(TRUE), h0, h3
- 49: addh_d2 h3(TRUE), h0, h2
- 50: movh h0(TRUE), h3
- 51: slth h3.x(TRUE), h3.w, h5.w
- 52: sgth h3.w(TRUE), h3, h5.x
- 53: addx.c0 rc(TRUE), h3.x, h3
- 54: slth.c0 rc(TRUE), h5.z, h5
- 55: movh h0(c0.NE.w), h2
- 56: movh h0(c0.NE.x), h1
-
-IPU0 ------ Simplified schedule: --------
-Pass | Unit | uOp | PC: Op
------+--------+------+-------------------------
- 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
- | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
- | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
- | | |
- 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
- | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
- | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
- | | |
- 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
- | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
- | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
- | SCB1 | min | 9: MINh h4.w, h2.---y, h2;
- | | |
- 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
- | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
- | SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
- | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
- | | |
- 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
- | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
- | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
- | | |
- 6 | SCT1 | mov | 18: NRMh h2.xz, h0;
- | SRB | nrm | 18: NRMh h2.xz, h0;
- | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
- | | |
- 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
- | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
- | SCB1 | max | 22: MAXh h2.w, h0, h1;
- | | |
- 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
- | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
- | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
- | SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
- | SCB1 | min | 29: MINh h5.w, h5.---y, h4;
- | | |
- 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
- | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
- | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
- | SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
- | | |
- 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
- | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
- | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
- | SCB1 | min | 38: MINh h4.w, h1, h5;
- | | |
- 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
- | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
- | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
- | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
- | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
- | | |
- 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
- | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
- | SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
- | | |
- 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
- | SCB0/1 | mul | 50: MOVh h0, h3;
- | | |
- 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
- | SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
- | SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
- | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
- | | |
- 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
- | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
-
-Pass SCT TEX SCB
- 1: 0% 100% 25%
- 2: 0% 100% 25%
- 3: 0% 100% 50%
- 4: 0% 100% 50%
- 5: 50% 0% 25%
- 6: 0% 0% 25%
- 7: 100% 0% 25%
- 8: 0% 100% 50%
- 9: 0% 100% 100%
- 10: 0% 100% 50%
- 11: 0% 100% 75%
- 12: 0% 100% 100%
- 13: 100% 0% 100%
- 14: 50% 0% 50%
- 15: 100% 0% 100%
-
-MEAN: 26% 60% 56%
-
-Pass SCT0 SCT1 TEX SCB0 SCB1
- 1: 0% 0% 100% 100% 0%
- 2: 0% 0% 100% 100% 0%
- 3: 0% 0% 100% 100% 100%
- 4: 0% 0% 100% 100% 100%
- 5: 100% 100% 0% 100% 0%
- 6: 0% 0% 0% 0% 100%
- 7: 100% 100% 0% 0% 100%
- 8: 0% 0% 100% 100% 100%
- 9: 0% 0% 100% 100% 100%
- 10: 0% 0% 100% 100% 100%
- 11: 0% 0% 100% 100% 100%
- 12: 0% 0% 100% 100% 100%
- 13: 100% 100% 0% 100% 100%
- 14: 100% 100% 0% 100% 100%
- 15: 100% 100% 0% 100% 100%
-
-MEAN: 33% 33% 60% 86% 80%
-Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
-Results 15 cycles, 3 r regs, 800,000,000 pixels/s
-============================================================================*/
-#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
-/*--------------------------------------------------------------------------*/
-#pragma regcount 7
-#pragma disablepc all
-#pragma option O2
-#pragma option OutColorPrec=fp16
-#pragma texformat default RGBA8
-/*==========================================================================*/
-half4 FxaaPixelShader(
- // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
- FxaaFloat2 pos,
- FxaaFloat4 fxaaConsolePosPos,
- FxaaTex tex,
- FxaaTex fxaaConsole360TexExpBiasNegOne,
- FxaaTex fxaaConsole360TexExpBiasNegTwo,
- FxaaFloat2 fxaaQualityRcpFrame,
- FxaaFloat4 fxaaConsoleRcpFrameOpt,
- FxaaFloat4 fxaaConsoleRcpFrameOpt2,
- FxaaFloat4 fxaaConsole360RcpFrameOpt2,
- FxaaFloat fxaaQualitySubpix,
- FxaaFloat fxaaQualityEdgeThreshold,
- FxaaFloat fxaaQualityEdgeThresholdMin,
- FxaaFloat fxaaConsoleEdgeSharpness,
- FxaaFloat fxaaConsoleEdgeThreshold,
- FxaaFloat fxaaConsoleEdgeThresholdMin,
- FxaaFloat4 fxaaConsole360ConstDir
-) {
-/*--------------------------------------------------------------------------*/
-// (1)
- half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaNe = rgbyNe.w + half(1.0/512.0);
- #else
- half lumaNe = rgbyNe.y + half(1.0/512.0);
- #endif
-/*--------------------------------------------------------------------------*/
-// (2)
- half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaSwNegNe = lumaSw.w - lumaNe;
- #else
- half lumaSwNegNe = lumaSw.y - lumaNe;
- #endif
-/*--------------------------------------------------------------------------*/
-// (3)
- half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
- half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
- #else
- half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
- half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
- #endif
-/*--------------------------------------------------------------------------*/
-// (4)
- half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- half dirZ = lumaNw.w + lumaSwNegNe;
- half dirX = -lumaNw.w + lumaSwNegNe;
- #else
- half dirZ = lumaNw.y + lumaSwNegNe;
- half dirX = -lumaNw.y + lumaSwNegNe;
- #endif
-/*--------------------------------------------------------------------------*/
-// (5)
- half3 dir;
- dir.y = 0.0;
- #if (FXAA_GREEN_AS_LUMA == 0)
- dir.x = lumaSe.w + dirX;
- dir.z = -lumaSe.w + dirZ;
- half lumaMinNeSe = min(lumaNe, lumaSe.w);
- #else
- dir.x = lumaSe.y + dirX;
- dir.z = -lumaSe.y + dirZ;
- half lumaMinNeSe = min(lumaNe, lumaSe.y);
- #endif
-/*--------------------------------------------------------------------------*/
-// (6)
- half4 dir1_pos;
- dir1_pos.xy = normalize(dir).xz;
- half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
-/*--------------------------------------------------------------------------*/
-// (7)
- half4 dir2_pos;
- dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
- dir1_pos.zw = pos.xy;
- dir2_pos.zw = pos.xy;
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaMaxNeSe = max(lumaNe, lumaSe.w);
- #else
- half lumaMaxNeSe = max(lumaNe, lumaSe.y);
- #endif
-/*--------------------------------------------------------------------------*/
-// (8)
- half4 temp1N;
- temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
- temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
- half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
- half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
-/*--------------------------------------------------------------------------*/
-// (9)
- half4 rgby1;
- rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
- rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
- rgby1 = (temp1N + rgby1) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (10)
- half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
- #if (FXAA_GREEN_AS_LUMA == 0)
- half lumaMaxM = max(lumaMax, rgbyM.w);
- half lumaMinM = min(lumaMin, rgbyM.w);
- #else
- half lumaMaxM = max(lumaMax, rgbyM.y);
- half lumaMinM = min(lumaMin, rgbyM.y);
- #endif
-/*--------------------------------------------------------------------------*/
-// (11)
- half4 temp2N;
- temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
- temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
- half4 rgby2;
- rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
- half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
-/*--------------------------------------------------------------------------*/
-// (12)
- rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
- rgby2 = (temp2N + rgby2) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (13)
- rgby2 = (rgby2 + rgby1) * 0.5;
-/*--------------------------------------------------------------------------*/
-// (14)
- #if (FXAA_GREEN_AS_LUMA == 0)
- bool twoTapLt = rgby2.w < lumaMin;
- bool twoTapGt = rgby2.w > lumaMax;
- #else
- bool twoTapLt = rgby2.y < lumaMin;
- bool twoTapGt = rgby2.y > lumaMax;
- #endif
- bool earlyExit = lumaRangeM < lumaMax;
- bool twoTap = twoTapLt || twoTapGt;
-/*--------------------------------------------------------------------------*/
-// (15)
- if(twoTap) rgby2 = rgby1;
- if(earlyExit) rgby2 = rgbyM;
-/*--------------------------------------------------------------------------*/
- return rgby2; }
-/*==========================================================================*/
-#endif
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaP.hlsl
deleted file mode 100644
index 269bfea67..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaP.hlsl
+++ /dev/null
@@ -1,143 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModel.hlsl"
-
-#define FXAA_PC 1
-#if (TORQUE_SM <= 30)
-#define FXAA_HLSL_3 1
-#elif TORQUE_SM < 49
-#define FXAA_HLSL_4 1
-#elif TORQUE_SM >=50
-#define FXAA_HLSL_5 1
-#endif
-#define FXAA_QUALITY__PRESET 12
-#define FXAA_GREEN_AS_LUMA 1
-
-#include "Fxaa3_11.h"
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(colorTex, 0);
-
-uniform float2 oneOverTargetSize;
-
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
-#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
- FxaaTex tex = colorTex;
-#elif TORQUE_SM >=40
- FxaaTex tex;
- tex.smpl = colorTex;
- tex.tex = texture_colorTex;
-#endif
-
- return FxaaPixelShader(
-
- IN.uv0, // vertex position
-
- 0, // Unused... console stuff
-
- tex, // The color back buffer
-
- tex, // Used for 360 optimization
-
- tex, // Used for 360 optimization
-
- oneOverTargetSize,
-
- 0, // Unused... console stuff
-
- 0, // Unused... console stuff
-
- 0, // Unused... console stuff
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- 0.75,
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- 0.166,
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- 0,
-
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
- // Due to the PS3 being ALU bound,
- // there are only three safe values here: 2 and 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // For all other platforms can be a non-power of two.
- // 8.0 is sharper (default!!!)
- // 4.0 is softer
- // 2.0 is really soft (good only for vector graphics inputs)
- 8,
-
- 0, // Unused... console stuff
-
- 0, // Unused... console stuff
-
- 0 // Unused... console stuff
-
- );
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaV.hlsl b/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaV.hlsl
deleted file mode 100644
index f2974c587..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fxaa/fxaaV.hlsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../../torque.hlsl"
-#include "./../postFx.hlsl"
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
- float2 uv0 : TEXCOORD0;
-};
-
-uniform float4 rtParams0;
-
-VertToPix main( PFXVert IN )
-{
- VertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1);
- OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaP.glsl b/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaP.glsl
deleted file mode 100644
index 19d76ef42..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaP.glsl
+++ /dev/null
@@ -1,125 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define FXAA_PC 1
-#define FXAA_GLSL_130 1
-#define FXAA_QUALITY__PRESET 12
-#define FXAA_GREEN_AS_LUMA 1
-
-#include "../Fxaa3_11.h"
-#include "../../../gl/hlslCompat.glsl"
-
-uniform sampler2D colorTex ;
-uniform vec2 oneOverTargetSize;
-
-in vec4 hpos;
-in vec2 uv0;
-
-out vec4 OUT_col;
-
-void main()
-{
- OUT_col = FxaaPixelShader(
-
- uv0, // vertex position
-
- vec4(0), // Unused... console stuff
-
- colorTex, // The color back buffer
-
- colorTex, // Used for 360 optimization
-
- colorTex, // Used for 360 optimization
-
- oneOverTargetSize,
-
- vec4(0), // Unused... console stuff
-
- vec4(0), // Unused... console stuff
-
- vec4(0), // Unused... console stuff
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- 0.75,
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- 0.166,
-
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- // Special notes when using FXAA_GREEN_AS_LUMA,
- // Likely want to set this to zero.
- // As colors that are mostly not-green
- // will appear very dark in the green channel!
- // Tune by looking at mostly non-green content,
- // then start at zero and increase until aliasing is a problem.
- 0,
-
- //
- // Only used on FXAA Console.
- // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
- // It is here now to allow easier tuning.
- // This does not effect PS3, as this needs to be compiled in.
- // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
- // Due to the PS3 being ALU bound,
- // there are only three safe values here: 2 and 4 and 8.
- // These options use the shaders ability to a free *|/ by 2|4|8.
- // For all other platforms can be a non-power of two.
- // 8.0 is sharper (default!!!)
- // 4.0 is softer
- // 2.0 is really soft (good only for vector graphics inputs)
- 8,
-
- 0, // Unused... console stuff
-
- 0, // Unused... console stuff
-
- vec4(0) // Unused... console stuff
-
- );
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaV.glsl b/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaV.glsl
deleted file mode 100644
index 55d445d91..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/fxaa/gl/fxaaV.glsl
+++ /dev/null
@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-#include "../../../gl/hlslCompat.glsl"
-#include "../../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform vec4 rtParams0;
-
-out vec4 hpos;
-out vec2 uv0;
-
-void main()
-{
- gl_Position = vPosition;
- hpos = gl_Position;
- uv0 = viewportCoordToRenderTarget( vTexCoord0, rtParams0 );
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl
deleted file mode 100644
index 1e13d068b..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shadergen:/autogenConditioners.h"
-#include "./postFx.hlsl"
-#include "../torque.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 1);
-
-uniform float OneOverGamma;
-uniform float Brightness;
-uniform float Contrast;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 color = TORQUE_TEX2D(backBuffer, IN.uv0.xy);
-
- // Apply the color correction.
- color.r = TORQUE_TEX1D( colorCorrectionTex, color.r ).r;
- color.g = TORQUE_TEX1D( colorCorrectionTex, color.g ).g;
- color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b;
-
- // Apply contrast
- color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
-
- // Apply brightness
- color.rgb += Brightness;
-
- return color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/VolFogGlowP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/VolFogGlowP.glsl
deleted file mode 100644
index 01b072dd9..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/VolFogGlowP.glsl
+++ /dev/null
@@ -1,67 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
-// http://www.richardsgamestudio.com/
-//
-// If you find this code useful or you are feeling particularly generous I
-// would ask that you please go to http://www.richardsgamestudio.com/ then
-// choose Donations from the menu on the left side and make a donation to
-// Richards Game Studio. It will be highly appreciated.
-//
-// The MIT License:
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Volumetric Fog Glow postFx pixel shader V1.00
-
-uniform sampler2D diffuseMap;
-uniform float strength;
-
-out vec4 OUT_col;
-
-in vec2 uv0;
-in vec2 uv1;
-in vec2 uv2;
-in vec2 uv3;
-
-in vec2 uv4;
-in vec2 uv5;
-in vec2 uv6;
-in vec2 uv7;
-
-void main()
-{
- vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * strength;
-
- OUT_col = vec4(0);
- OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
- OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
- OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
- OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
-
- OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
- OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
- OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
- OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
- OUT_col.a = dot( OUT_col.rgb, rgb2lum );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/chromaticLens.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/chromaticLens.glsl
deleted file mode 100644
index fdb85ba00..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/chromaticLens.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier
-// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader
-
-#include "./postFX.glsl"
-#include "../../gl/torque.glsl"
-#include "../../gl/hlslCompat.glsl"
-
-uniform sampler2D backBuffer;
-uniform float distCoeff;
-uniform float cubeDistort;
-uniform vec3 colorDistort;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec2 tex = IN_uv0;
-
- float f = 0;
- float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5);
-
- // Only compute the cubic distortion if necessary.
- if ( cubeDistort == 0.0 )
- f = 1 + r2 * distCoeff;
- else
- f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2));
-
- // Distort each color channel seperately to get a chromatic distortion effect.
- vec3 outColor;
- vec3 distort = vec3(f) + colorDistort;
-
- for ( int i=0; i < 3; i++ )
- {
- float x = distort[i] * ( tex.x - 0.5 ) + 0.5;
- float y = distort[i] * ( tex.y - 0.5 ) + 0.5;
- outColor[i] = tex2Dlod( backBuffer, vec4(x,y,0,0) )[i];
- }
-
- OUT_col = vec4( outColor.rgb, 1 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/flashP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/flashP.glsl
deleted file mode 100644
index fc5072e6d..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/flashP.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFX.glsl"
-#include "../../gl/torque.glsl"
-#include "../../gl/hlslCompat.glsl"
-
-uniform float damageFlash;
-uniform float whiteOut;
-uniform sampler2D backBuffer;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 color1 = texture(backBuffer, IN_uv0);
- vec4 color2 = color1 * MUL_COLOR;
- vec4 damage = mix(color1,color2,damageFlash);
- OUT_col = mix(damage,WHITE_COLOR,whiteOut);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl
deleted file mode 100644
index c2fe32fe4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/torque.glsl"
-
-uniform sampler2D deferredTex ;
-uniform vec3 eyePosWorld;
-uniform vec4 fogColor;
-uniform vec3 fogData;
-uniform vec4 rtParams0;
-
-in vec2 uv0;
-in vec3 wsEyeRay;
-
-out vec4 OUT_col;
-
-void main()
-{
- //vec2 deferredCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy;
- float depth = deferredUncondition( deferredTex, uv0 ).w;
- //return vec4( depth, 0, 0, 0.7 );
-
- float factor = computeSceneFog( eyePosWorld,
- eyePosWorld + ( wsEyeRay * depth ),
- fogData.x,
- fogData.y,
- fogData.z );
-
- OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl
deleted file mode 100644
index 04533e494..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "../../gl/torque.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-uniform sampler2D backBuffer;
-uniform sampler1D colorCorrectionTex;
-
-uniform float OneOverGamma;
-uniform float Brightness;
-uniform float Contrast;
-
-in vec2 uv0;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 color = texture(backBuffer, uv0.xy);
-
- // Apply the color correction.
- color.r = texture( colorCorrectionTex, color.r ).r;
- color.g = texture( colorCorrectionTex, color.g ).g;
- color.b = texture( colorCorrectionTex, color.b ).b;
-
- // Apply contrast
- color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
-
- // Apply brightness
- color.rgb += Brightness;
-
- OUT_col = color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurP.glsl
deleted file mode 100644
index 9ebca32fa..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurP.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-uniform sampler2D diffuseMap ;
-
-in vec4 hpos; //POSITION;
-in vec2 uv0; //TEXCOORD0;
-in vec2 uv1; //TEXCOORD1;
-in vec2 uv2; //TEXCOORD2;
-in vec2 uv3; //TEXCOORD3;
-in vec2 uv4; //TEXCOORD4;
-in vec2 uv5; //TEXCOORD5;
-in vec2 uv6; //TEXCOORD6;
-in vec2 uv7; //TEXCOORD7;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f;
-
- OUT_col = vec4(0);
- OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
- OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
- OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
- OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
-
- OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
- OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
- OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
- OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
- OUT_col.a = dot( OUT_col.rgb, rgb2lum );
-
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurV.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurV.glsl
deleted file mode 100644
index 70445d7fe..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/glowBlurV.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "../../gl/torque.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-uniform vec2 texSize0;
-
-out vec4 hpos; //POSITION;
-out vec2 uv0; //TEXCOORD0;
-out vec2 uv1; //TEXCOORD1;
-out vec2 uv2; //TEXCOORD2;
-out vec2 uv3; //TEXCOORD3;
-out vec2 uv4; //TEXCOORD4;
-out vec2 uv5; //TEXCOORD5;
-out vec2 uv6; //TEXCOORD6;
-out vec2 uv7; //TEXCOORD7;
-
-void main()
-{
- gl_Position = vPosition;
- hpos = gl_Position;
-
- vec2 uv = vTexCoord0 + (0.5f / texSize0);
-
- uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
- uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
- uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
- uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
- uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
- uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
- uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/motionBlurP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/motionBlurP.glsl
deleted file mode 100644
index 8077d4124..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/gl/motionBlurP.glsl
+++ /dev/null
@@ -1,78 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "../../gl/torque.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "postFX.glsl"
-
-#undef IN_uv0
-#define _IN_uv0 uv0
-
-uniform mat4 matPrevScreenToWorld;
-uniform mat4 matWorldToScreen;
-
-// Passed in from setShaderConsts()
-uniform float velocityMultiplier;
-
-uniform sampler2D backBuffer;
-uniform sampler2D deferredTex;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec2 IN_uv0 = _IN_uv0;
- float samples = 5;
-
- // First get the deferred texture for uv channel 0
- vec4 deferred = deferredUncondition( deferredTex, IN_uv0 );
-
- // Next extract the depth
- float depth = deferred.a;
-
- // Create the screen position
- vec4 screenPos = vec4(IN_uv0.x*2-1, IN_uv0.y*2-1, depth*2-1, 1);
-
- // Calculate the world position
- vec4 D = tMul(screenPos, matWorldToScreen);
- vec4 worldPos = D / D.w;
-
- // Now calculate the previous screen position
- vec4 previousPos = tMul( worldPos, matPrevScreenToWorld );
- previousPos /= previousPos.w;
-
- // Calculate the XY velocity
- vec2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy;
-
- // Generate the motion blur
- vec4 color = texture(backBuffer, IN_uv0);
- IN_uv0 += velocity;
-
- for(int i = 1; i 0 )
- {
- rayStart.z -= ( startSide );
- //return vec4( 1, 0, 0, 1 );
- }
-
- vec3 hitPos;
- vec3 ray = rayEnd - rayStart;
- float rayLen = length( ray );
- vec3 rayDir = normalize( ray );
-
- float endSide = dot( plane.xyz, rayEnd ) + plane.w;
- float planeDist;
-
- if ( endSide < -0.005 )
- {
- //return vec4( 0, 0, 1, 1 );
- hitPos = rayEnd;
- planeDist = endSide;
- }
- else
- {
- //return vec4( 0, 0, 0, 0 );
- float den = dot( ray, plane.xyz );
-
- // Parallal to the plane, return the endPnt.
- //if ( den == 0.0f )
- // return endPnt;
-
- float dist = -( dot( plane.xyz, rayStart ) + plane.w ) / den;
- if ( dist < 0.0 )
- dist = 0.0;
- //return vec4( 1, 0, 0, 1 );
- //return vec4( ( dist ).rrr, 1 );
-
-
- hitPos = mix( rayStart, rayEnd, dist );
-
- planeDist = dist;
- }
-
- float delta = length( hitPos - rayStart );
-
- float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * ( delta - FOG_DENSITY_OFFSET ) ) );
- //return vec4( fogAmt.rrr, 1 );
-
- // Calculate the water "base" color based on depth.
- vec4 fogColor = waterColor * texture( waterDepthGradMap, saturate( delta / waterDepthGradMax ) );
- // Modulate baseColor by the ambientColor.
- fogColor *= vec4( ambientColor.rgb, 1 );
-
- vec3 inColor = hdrDecode( texture( backbuffer, IN_uv0 ).rgb );
- inColor.rgb *= 1.0 - saturate( abs( planeDist ) / WET_DEPTH ) * WET_DARKENING;
- //return vec4( inColor, 1 );
-
- vec3 outColor = mix( inColor, fogColor.rgb, fogAmt );
-
- OUT_col = vec4( hdrEncode( outColor ), 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/glowBlurP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/glowBlurP.hlsl
deleted file mode 100644
index 80f8ed02d..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/glowBlurP.hlsl
+++ /dev/null
@@ -1,63 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
- float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f;
-
- float4 OUT = 0;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w;
-
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z;
- OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w;
-
- // Calculate a lumenance value in the alpha so we
- // can use alpha test to save fillrate.
- float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
- OUT.a = dot( OUT.rgb, rgb2lum );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/glowBlurV.hlsl b/Templates/BaseGame/game/core/shaders/postFX/glowBlurV.hlsl
deleted file mode 100644
index b8f5cf9c2..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/glowBlurV.hlsl
+++ /dev/null
@@ -1,63 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-#include "./../torque.hlsl"
-
-
-uniform float2 texSize0;
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-VertToPix main( PFXVert IN )
-{
- VertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1.0);
-
- float2 uv = IN.uv + (0.5f / texSize0);
-
- OUT.uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT.uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT.uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT.uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- OUT.uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
- OUT.uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
- OUT.uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
- OUT.uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurHP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurHP.hlsl
deleted file mode 100644
index 77f4b9915..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurHP.hlsl
+++ /dev/null
@@ -1,68 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float2 oneOverTargetSize;
-uniform float gaussMultiplier;
-uniform float gaussMean;
-uniform float gaussStdDev;
-
-#define PI 3.141592654
-
-float computeGaussianValue( float x, float mean, float std_deviation )
-{
- // The gaussian equation is defined as such:
- /*
- -(x - mean)^2
- -------------
- 1.0 2*std_dev^2
- f(x,mean,std_dev) = -------------------- * e^
- sqrt(2*pi*std_dev^2)
-
- */
-
- float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) );
- float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
- return tmp * tmp2;
-}
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
- float offset = 0;
- float weight = 0;
- float x = 0;
- float fI = 0;
-
- for( int i = 0; i < 9; i++ )
- {
- fI = (float)i;
- offset = (i - 4.0) * oneOverTargetSize.x;
- x = (i - 4.0) / 4.0;
- weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
- color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( offset, 0.0f ) ) * weight );
- }
-
- return float4( color.rgb, 1.0f );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurVP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurVP.hlsl
deleted file mode 100644
index 8381f6a5d..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/bloomGaussBlurVP.hlsl
+++ /dev/null
@@ -1,67 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float2 oneOverTargetSize;
-uniform float gaussMultiplier;
-uniform float gaussMean;
-uniform float gaussStdDev;
-
-#define D3DX_PI 3.141592654
-
-float computeGaussianValue( float x, float mean, float std_deviation )
-{
- // The gaussian equation is defined as such:
- /*
- -(x - mean)^2
- -------------
- 1.0 2*std_dev^2
- f(x,mean,std_dev) = -------------------- * e^
- sqrt(2*pi*std_dev^2)
-
- */
- float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) );
- float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
- return tmp * tmp2;
-}
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
- float offset = 0;
- float weight = 0;
- float x = 0;
- float fI = 0;
-
- for( int i = 0; i < 9; i++ )
- {
- fI = (float)i;
- offset = (fI - 4.0) * oneOverTargetSize.y;
- x = (fI - 4.0) / 4.0;
- weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
- color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f, offset ) ) * weight );
- }
-
- return float4( color.rgb, 1.0f );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/brightPassFilterP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/brightPassFilterP.hlsl
deleted file mode 100644
index 9a8a93e97..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/brightPassFilterP.hlsl
+++ /dev/null
@@ -1,62 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-#include "../../torque.hlsl"
-
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
-uniform float2 oneOverTargetSize;
-uniform float brightPassThreshold;
-uniform float g_fMiddleGray;
-
-static const float3 LUMINANCE_VECTOR = float3(0.3125f, 0.6154f, 0.0721f);
-
-
-static float2 gTapOffsets[4] =
-{
- { -0.5, 0.5 }, { 0.5, -0.5 },
- { -0.5, -0.5 }, { 0.5, 0.5 }
-};
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 average = { 0.0f, 0.0f, 0.0f, 0.0f };
-
- // Combine and average 4 samples from the source HDR texture.
- for( int i = 0; i < 4; i++ )
- average += hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * oneOverTargetSize ) ) );
- average *= 0.25f;
-
- // Determine the brightness of this particular pixel.
- float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r;
- float lum = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( average.rgb );
- //float lum = hdrLuminance( average.rgb );
-
- // Determine whether this pixel passes the test...
- if ( lum < brightPassThreshold )
- average = float4( 0.0f, 0.0f, 0.0f, 1.0f );
-
- // Write the colour to the bright-pass render target
- return hdrEncode( average );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/calculateAdaptedLumP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/calculateAdaptedLumP.hlsl
deleted file mode 100644
index 0f895070a..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/calculateAdaptedLumP.hlsl
+++ /dev/null
@@ -1,44 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(currLum, 0);
-TORQUE_UNIFORM_SAMPLER2D(lastAdaptedLum, 1);
-
-uniform float adaptRate;
-uniform float deltaTime;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float fAdaptedLum = TORQUE_TEX2D( lastAdaptedLum, float2(0.5f, 0.5f) ).r;
- float fCurrentLum = TORQUE_TEX2D( currLum, float2(0.5f, 0.5f) ).r;
-
- // The user's adapted luminance level is simulated by closing the gap between
- // adapted luminance and current luminance by 2% every frame, based on a
- // 30 fps rate. This is not an accurate model of human adaptation, which can
- // take longer than half an hour.
- float diff = fCurrentLum - fAdaptedLum;
- float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) );
-
- return float4( fNewAdaptation, 0.0, 0.0, 1.0f );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4P.hlsl
deleted file mode 100644
index 01998af0b..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4P.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "../../shdrConsts.h"
-#include "../postFx.hlsl"
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-struct VertIn
-{
- float4 hpos : TORQUE_POSITION;
- float4 texCoords[8] : TEXCOORD0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-float4 main( VertIn IN) : TORQUE_TARGET0
-{
- // We calculate the texture coords
- // in the vertex shader as an optimization.
- float4 sample = 0.0f;
- for ( int i = 0; i < 8; i++ )
- {
- sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].xy );
- sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].zw );
- }
-
- return sample / 16;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4V.hlsl
deleted file mode 100644
index c9a34b7f4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/downScale4x4V.hlsl
+++ /dev/null
@@ -1,138 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "../../shdrConsts.h"
-#include "../postFx.hlsl"
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 texCoords[8] : TEXCOORD0;
-};
-
-uniform float2 targetSize;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Conn main( PFXVert In )
-{
- Conn Out;
-
- Out.hpos = float4(In.pos,1.0);
-
- // Sample from the 16 surrounding points. Since the center point will be in
- // the exact center of 16 texels, a 0.5f offset is needed to specify a texel
- // center.
- float2 texSize = float2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) );
-
- float4 uv;
- uv.xy = In.uv.xy;
- uv.zw = In.uv.xy;
-
- Out.texCoords[0] = uv;
- Out.texCoords[0].x += texSize.x;
- Out.texCoords[0].y += texSize.y;
- Out.texCoords[0].z += texSize.x;
- Out.texCoords[0].w += texSize.y;
- Out.texCoords[0].x += ( 0 - 1.5 ) * texSize.x;
- Out.texCoords[0].y += ( 0 - 1.5 ) * texSize.y;
- Out.texCoords[0].z += ( 1 - 1.5 ) * texSize.x;
- Out.texCoords[0].w += ( 0 - 1.5 ) * texSize.y;
-
- Out.texCoords[1] = uv;
- Out.texCoords[1].x += texSize.x;
- Out.texCoords[1].y += texSize.y;
- Out.texCoords[1].z += texSize.x;
- Out.texCoords[1].w += texSize.y;
- Out.texCoords[1].x += ( 2 - 1.5 ) * texSize.x;
- Out.texCoords[1].y += ( 0 - 1.5 ) * texSize.y;
- Out.texCoords[1].z += ( 3 - 1.5 ) * texSize.x;
- Out.texCoords[1].w += ( 0 - 1.5 ) * texSize.y;
-
- Out.texCoords[2] = uv;
- Out.texCoords[2].x += texSize.x;
- Out.texCoords[2].y += texSize.y;
- Out.texCoords[2].z += texSize.x;
- Out.texCoords[2].w += texSize.y;
- Out.texCoords[2].x += ( 0 - 1.5 ) * texSize.x;
- Out.texCoords[2].y += ( 1 - 1.5 ) * texSize.y;
- Out.texCoords[2].z += ( 1 - 1.5 ) * texSize.x;
- Out.texCoords[2].w += ( 1 - 1.5 ) * texSize.y;
-
- Out.texCoords[3] = uv;
- Out.texCoords[3].x += texSize.x;
- Out.texCoords[3].y += texSize.y;
- Out.texCoords[3].z += texSize.x;
- Out.texCoords[3].w += texSize.y;
- Out.texCoords[3].x += ( 2 - 1.5 ) * texSize.x;
- Out.texCoords[3].y += ( 1 - 1.5 ) * texSize.y;
- Out.texCoords[3].z += ( 3 - 1.5 ) * texSize.x;
- Out.texCoords[3].w += ( 1 - 1.5 ) * texSize.y;
-
- Out.texCoords[4] = uv;
- Out.texCoords[4].x += texSize.x;
- Out.texCoords[4].y += texSize.y;
- Out.texCoords[4].z += texSize.x;
- Out.texCoords[4].w += texSize.y;
- Out.texCoords[4].x += ( 0 - 1.5 ) * texSize.x;
- Out.texCoords[4].y += ( 2 - 1.5 ) * texSize.y;
- Out.texCoords[4].z += ( 1 - 1.5 ) * texSize.x;
- Out.texCoords[4].w += ( 2 - 1.5 ) * texSize.y;
-
- Out.texCoords[5] = uv;
- Out.texCoords[5].x += texSize.x;
- Out.texCoords[5].y += texSize.y;
- Out.texCoords[5].z += texSize.x;
- Out.texCoords[5].w += texSize.y;
- Out.texCoords[5].x += ( 2 - 1.5 ) * texSize.x;
- Out.texCoords[5].y += ( 2 - 1.5 ) * texSize.y;
- Out.texCoords[5].z += ( 3 - 1.5 ) * texSize.x;
- Out.texCoords[5].w += ( 2 - 1.5 ) * texSize.y;
-
- Out.texCoords[6] = uv;
- Out.texCoords[6].x += texSize.x;
- Out.texCoords[6].y += texSize.y;
- Out.texCoords[6].z += texSize.x;
- Out.texCoords[6].w += texSize.y;
- Out.texCoords[6].x += ( 0 - 1.5 ) * texSize.x;
- Out.texCoords[6].y += ( 3 - 1.5 ) * texSize.y;
- Out.texCoords[6].z += ( 1 - 1.5 ) * texSize.x;
- Out.texCoords[6].w += ( 3 - 1.5 ) * texSize.y;
-
- Out.texCoords[7] = uv;
- Out.texCoords[7].x += texSize.x;
- Out.texCoords[7].y += texSize.y;
- Out.texCoords[7].z += texSize.x;
- Out.texCoords[7].w += texSize.y;
- Out.texCoords[7].x += ( 2 - 1.5 ) * texSize.x;
- Out.texCoords[7].y += ( 3 - 1.5 ) * texSize.y;
- Out.texCoords[7].z += ( 3 - 1.5 ) * texSize.x;
- Out.texCoords[7].w += ( 3 - 1.5 ) * texSize.y;
-
- return Out;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl
deleted file mode 100644
index 07f7276c3..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl
+++ /dev/null
@@ -1,92 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../torque.hlsl"
-#include "../postFx.hlsl"
-#include "../../shaderModelAutoGen.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
-TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2);
-TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3);
-
-uniform float2 texSize0;
-uniform float2 texSize2;
-
-uniform float g_fEnableToneMapping;
-uniform float g_fMiddleGray;
-uniform float g_fWhiteCutoff;
-uniform float g_fEnableBlueShift;
-
-uniform float3 g_fBlueShiftColor;
-uniform float g_fBloomScale;
-uniform float g_fOneOverGamma;
-uniform float Brightness;
-uniform float Contrast;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 sample = hdrDecode( TORQUE_TEX2D( sceneTex, IN.uv0 ) );
- float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r;
- float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv0 );
-
- // For very low light conditions, the rods will dominate the perception
- // of light, and therefore color will be desaturated and shifted
- // towards blue.
- if ( g_fEnableBlueShift > 0.0f )
- {
- const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);
-
- // Define a linear blending from -1.5 to 2.6 (log scale) which
- // determines the lerp amount for blue shift
- float coef = 1.0f - ( adaptedLum + 1.5 ) / 4.1;
- coef = saturate( coef * g_fEnableBlueShift );
-
- // Lerp between current color and blue, desaturated copy
- float3 rodColor = dot( sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
- sample.rgb = lerp( sample.rgb, rodColor, coef );
-
- rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
- bloom.rgb = lerp( bloom.rgb, rodColor, coef );
- }
-
- // Add the bloom effect.
- sample += g_fBloomScale * bloom;
-
- // Map the high range of color values into a range appropriate for
- // display, taking into account the user's adaptation level,
- // white point, and selected value for for middle gray.
- if ( g_fEnableToneMapping > 0.0f )
- {
- float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( sample.rgb );
- //float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp );
- float toneScalar = Lp;
- sample.rgb = lerp( sample.rgb, sample.rgb * toneScalar, g_fEnableToneMapping );
- }
-
- // Apply the color correction.
- sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r;
- sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g;
- sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b;
-
- return sample;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl
deleted file mode 100644
index 1d9a2df3e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurHP.glsl
+++ /dev/null
@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex ;
-uniform vec2 oneOverTargetSize;
-uniform float gaussMultiplier;
-uniform float gaussMean;
-uniform float gaussStdDev;
-
-out vec4 OUT_col;
-
-#define PI 3.141592654
-
-float computeGaussianValue( float x, float mean, float std_deviation )
-{
- // The gaussian equation is defined as such:
- /*
- -(x - mean)^2
- -------------
- 1.0 2*std_dev^2
- f(x,mean,std_dev) = -------------------- * e^
- sqrt(2*pi*std_dev^2)
-
- */
-
- float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) );
- float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
- return tmp * tmp2;
-}
-
-void main()
-{
- vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
- float offset = 0;
- float weight = 0;
- float x = 0;
- float fI = 0;
-
- for( int i = 0; i < 9; i++ )
- {
- fI = float(i);
- offset = (i - 4.0) * oneOverTargetSize.x;
- x = (i - 4.0) / 4.0;
- weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
- color += (texture( inputTex, IN_uv0 + vec2( offset, 0.0f ) ) * weight );
- }
-
- OUT_col = vec4( color.rgb, 1.0f );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl
deleted file mode 100644
index 68f34b164..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/bloomGaussBlurVP.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex ;
-uniform vec2 oneOverTargetSize;
-uniform float gaussMultiplier;
-uniform float gaussMean;
-uniform float gaussStdDev;
-
-out vec4 OUT_col;
-
-#define D3DX_PI 3.141592654
-
-float computeGaussianValue( float x, float mean, float std_deviation )
-{
- // The gaussian equation is defined as such:
- /*
- -(x - mean)^2
- -------------
- 1.0 2*std_dev^2
- f(x,mean,std_dev) = -------------------- * e^
- sqrt(2*pi*std_dev^2)
-
- */
- float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) );
- float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
- return tmp * tmp2;
-}
-
-void main()
-{
- vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
- float offset = 0;
- float weight = 0;
- float x = 0;
- float fI = 0;
-
- for( int i = 0; i < 9; i++ )
- {
- fI = float(i);
- offset = (fI - 4.0) * oneOverTargetSize.y;
- x = (fI - 4.0) / 4.0;
- weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
- color += (texture( inputTex, IN_uv0 + vec2( 0.0f, offset ) ) * weight );
- }
-
- OUT_col = vec4( color.rgb, 1.0f );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/brightPassFilterP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/brightPassFilterP.glsl
deleted file mode 100644
index f220ca1e7..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/brightPassFilterP.glsl
+++ /dev/null
@@ -1,65 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex ;
-uniform sampler2D luminanceTex ;
-uniform vec2 oneOverTargetSize;
-uniform float brightPassThreshold;
-uniform float g_fMiddleGray;
-
-const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
-
-out vec4 OUT_col;
-
-
-const vec2 gTapOffsets[4] = vec2[]
-(
- vec2( -0.5, 0.5 ), vec2( 0.5, -0.5 ),
- vec2( -0.5, -0.5 ), vec2( 0.5, 0.5 )
-);
-
-void main()
-{
- vec4 average = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
-
- // Combine and average 4 samples from the source HDR texture.
- for( int i = 0; i < 4; i++ )
- average += hdrDecode( texture( inputTex, IN_uv0 + ( gTapOffsets[i] * oneOverTargetSize ) ) );
- average *= 0.25f;
-
- // Determine the brightness of this particular pixel.
- float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r;
- float lum = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( average.rgb );
- //float lum = hdrLuminance( average.rgb );
-
- // Determine whether this pixel passes the test...
- if ( lum < brightPassThreshold )
- average = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
-
- // Write the colour to the bright-pass render target
- OUT_col = hdrEncode( average );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl
deleted file mode 100644
index 96ee9d6df..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/calculateAdaptedLumP.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D currLum;
-uniform sampler2D lastAdaptedLum;
-
-uniform float adaptRate;
-uniform float deltaTime;
-
-out vec4 OUT_col;
-
-void main()
-{
- float fAdaptedLum = texture( lastAdaptedLum, vec2(0.5f, 0.5f) ).r;
- float fCurrentLum = texture( currLum, vec2(0.5f, 0.5f) ).r;
-
- // The user's adapted luminance level is simulated by closing the gap between
- // adapted luminance and current luminance by 2% every frame, based on a
- // 30 fps rate. This is not an accurate model of human adaptation, which can
- // take longer than half an hour.
- float diff = fCurrentLum - fAdaptedLum;
- float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) );
-
- OUT_col = vec4( fNewAdaptation, 0.0, 0.0, 1.0f );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4P.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4P.glsl
deleted file mode 100644
index 131671760..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4P.glsl
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_GLSL
-#include "../../../shdrConsts.h"
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-in vec4 texCoords[8];
-#define IN_texCoords texCoords
-
-uniform sampler2D inputTex;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- // We calculate the texture coords
- // in the vertex shader as an optimization.
- vec4 _sample = vec4(0.0f);
- for ( int i = 0; i < 8; i++ )
- {
- _sample += texture( inputTex, IN_texCoords[i].xy );
- _sample += texture( inputTex, IN_texCoords[i].zw );
- }
-
- OUT_col = _sample / 16;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4V.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4V.glsl
deleted file mode 100644
index 51f1da896..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/downScale4x4V.glsl
+++ /dev/null
@@ -1,141 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_GLSL
-#include "../../../shdrConsts.h"
-#include "../../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define In_pos vPosition
-#define In_uv vTexCoord0
-
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-out vec4 texCoords[8];
-#define Out_texCoords texCoords
-
-#define Out_hpos gl_Position
-
-uniform vec2 targetSize;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- Out_hpos = In_pos;
-
- // Sample from the 16 surrounding points. Since the center point will be in
- // the exact center of 16 texels, a 0.5f offset is needed to specify a texel
- // center.
- vec2 texSize = vec2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) );
-
- vec4 uv;
- uv.xy = In_uv.xy;
- uv.zw = In_uv.xy;
-
- Out_texCoords[0] = uv;
- Out_texCoords[0].x += texSize.x;
- Out_texCoords[0].y += texSize.y;
- Out_texCoords[0].z += texSize.x;
- Out_texCoords[0].w += texSize.y;
- Out_texCoords[0].x += ( 0 - 1.5 ) * texSize.x;
- Out_texCoords[0].y += ( 0 - 1.5 ) * texSize.y;
- Out_texCoords[0].z += ( 1 - 1.5 ) * texSize.x;
- Out_texCoords[0].w += ( 0 - 1.5 ) * texSize.y;
-
- Out_texCoords[1] = uv;
- Out_texCoords[1].x += texSize.x;
- Out_texCoords[1].y += texSize.y;
- Out_texCoords[1].z += texSize.x;
- Out_texCoords[1].w += texSize.y;
- Out_texCoords[1].x += ( 2 - 1.5 ) * texSize.x;
- Out_texCoords[1].y += ( 0 - 1.5 ) * texSize.y;
- Out_texCoords[1].z += ( 3 - 1.5 ) * texSize.x;
- Out_texCoords[1].w += ( 0 - 1.5 ) * texSize.y;
-
- Out_texCoords[2] = uv;
- Out_texCoords[2].x += texSize.x;
- Out_texCoords[2].y += texSize.y;
- Out_texCoords[2].z += texSize.x;
- Out_texCoords[2].w += texSize.y;
- Out_texCoords[2].x += ( 0 - 1.5 ) * texSize.x;
- Out_texCoords[2].y += ( 1 - 1.5 ) * texSize.y;
- Out_texCoords[2].z += ( 1 - 1.5 ) * texSize.x;
- Out_texCoords[2].w += ( 1 - 1.5 ) * texSize.y;
-
- Out_texCoords[3] = uv;
- Out_texCoords[3].x += texSize.x;
- Out_texCoords[3].y += texSize.y;
- Out_texCoords[3].z += texSize.x;
- Out_texCoords[3].w += texSize.y;
- Out_texCoords[3].x += ( 2 - 1.5 ) * texSize.x;
- Out_texCoords[3].y += ( 1 - 1.5 ) * texSize.y;
- Out_texCoords[3].z += ( 3 - 1.5 ) * texSize.x;
- Out_texCoords[3].w += ( 1 - 1.5 ) * texSize.y;
-
- Out_texCoords[4] = uv;
- Out_texCoords[4].x += texSize.x;
- Out_texCoords[4].y += texSize.y;
- Out_texCoords[4].z += texSize.x;
- Out_texCoords[4].w += texSize.y;
- Out_texCoords[4].x += ( 0 - 1.5 ) * texSize.x;
- Out_texCoords[4].y += ( 2 - 1.5 ) * texSize.y;
- Out_texCoords[4].z += ( 1 - 1.5 ) * texSize.x;
- Out_texCoords[4].w += ( 2 - 1.5 ) * texSize.y;
-
- Out_texCoords[5] = uv;
- Out_texCoords[5].x += texSize.x;
- Out_texCoords[5].y += texSize.y;
- Out_texCoords[5].z += texSize.x;
- Out_texCoords[5].w += texSize.y;
- Out_texCoords[5].x += ( 2 - 1.5 ) * texSize.x;
- Out_texCoords[5].y += ( 2 - 1.5 ) * texSize.y;
- Out_texCoords[5].z += ( 3 - 1.5 ) * texSize.x;
- Out_texCoords[5].w += ( 2 - 1.5 ) * texSize.y;
-
- Out_texCoords[6] = uv;
- Out_texCoords[6].x += texSize.x;
- Out_texCoords[6].y += texSize.y;
- Out_texCoords[6].z += texSize.x;
- Out_texCoords[6].w += texSize.y;
- Out_texCoords[6].x += ( 0 - 1.5 ) * texSize.x;
- Out_texCoords[6].y += ( 3 - 1.5 ) * texSize.y;
- Out_texCoords[6].z += ( 1 - 1.5 ) * texSize.x;
- Out_texCoords[6].w += ( 3 - 1.5 ) * texSize.y;
-
- Out_texCoords[7] = uv;
- Out_texCoords[7].x += texSize.x;
- Out_texCoords[7].y += texSize.y;
- Out_texCoords[7].z += texSize.x;
- Out_texCoords[7].w += texSize.y;
- Out_texCoords[7].x += ( 2 - 1.5 ) * texSize.x;
- Out_texCoords[7].y += ( 3 - 1.5 ) * texSize.y;
- Out_texCoords[7].z += ( 3 - 1.5 ) * texSize.x;
- Out_texCoords[7].w += ( 3 - 1.5 ) * texSize.y;
-
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl
deleted file mode 100644
index 4b173d4d3..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl
+++ /dev/null
@@ -1,97 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-uniform sampler2D sceneTex;
-uniform sampler2D luminanceTex;
-uniform sampler2D bloomTex;
-uniform sampler1D colorCorrectionTex;
-
-uniform vec2 texSize0;
-uniform vec2 texSize2;
-
-uniform float g_fEnableToneMapping;
-uniform float g_fMiddleGray;
-uniform float g_fWhiteCutoff;
-
-uniform float g_fEnableBlueShift;
-uniform vec3 g_fBlueShiftColor;
-
-uniform float g_fBloomScale;
-
-uniform float g_fOneOverGamma;
-uniform float Brightness;
-uniform float Contrast;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
- float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r;
- vec4 bloom = texture( bloomTex, IN_uv0 );
-
- // For very low light conditions, the rods will dominate the perception
- // of light, and therefore color will be desaturated and shifted
- // towards blue.
- if ( g_fEnableBlueShift > 0.0f )
- {
- const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f);
-
- // Define a linear blending from -1.5 to 2.6 (log scale) which
- // determines the mix amount for blue shift
- float coef = 1.0f - ( adaptedLum + 1.5 ) / 4.1;
- coef = saturate( coef * g_fEnableBlueShift );
-
- // Lerp between current color and blue, desaturated copy
- vec3 rodColor = dot( _sample.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
- _sample.rgb = mix( _sample.rgb, rodColor, coef );
-
- rodColor = dot( bloom.rgb, LUMINANCE_VECTOR ) * g_fBlueShiftColor;
- bloom.rgb = mix( bloom.rgb, rodColor, coef );
- }
-
- // Add the bloom effect.
- _sample += g_fBloomScale * bloom;
-
- // Map the high range of color values into a range appropriate for
- // display, taking into account the user's adaptation level,
- // white point, and selected value for for middle gray.
- if ( g_fEnableToneMapping > 0.0f )
- {
- float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( _sample.rgb );
- //float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp );
- float toneScalar = Lp;
- _sample.rgb = mix( _sample.rgb, _sample.rgb * toneScalar, g_fEnableToneMapping );
- }
-
- // Apply the color correction.
- _sample.r = texture( colorCorrectionTex, _sample.r ).r;
- _sample.g = texture( colorCorrectionTex, _sample.g ).g;
- _sample.b = texture( colorCorrectionTex, _sample.b ).b;
-
- OUT_col = _sample;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/luminanceVisP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/luminanceVisP.glsl
deleted file mode 100644
index ee9c28c87..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/luminanceVisP.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex;
-uniform float brightPassThreshold;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 _sample = hdrDecode( texture( inputTex, IN_uv0 ) );
-
- // Determine the brightness of this particular pixel.
- float lum = hdrLuminance( _sample.rgb );
-
- // Write the colour to the bright-pass render target
- OUT_col = ( vec4( lum.rrr, 1 ) );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumInitialP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumInitialP.glsl
deleted file mode 100644
index 8a2b9b318..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumInitialP.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex;
-uniform vec2 texSize0;
-
-uniform float g_fMinLuminace;
-
-out vec4 OUT_col;
-
-const vec2 gTapOffsets[9] = vec2[]
-(
- vec2( -1.0, -1.0 ), vec2( 0.0, -1.0 ), vec2( 1.0, -1.0 ),
- vec2( -1.0, 0.0 ), vec2( 0.0, 0.0 ), vec2( 1.0, 0.0 ),
- vec2( -1.0, 1.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 )
-);
-
-
-void main()
-{
- vec2 tsize = 1.0 / texSize0;
-
- vec3 _sample;
- float average = 0.0;
-
- for ( int i = 0; i < 9; i++ )
- {
- // Decode the hdr value.
- _sample = hdrDecode( texture( inputTex, IN_uv0 + ( gTapOffsets[i] * tsize ) ).rgb );
-
- // Get the luminance and add it to the average.
- float lum = max( hdrLuminance( _sample ), g_fMinLuminace );
- average += log( lum );
- }
-
- average = exp( average / 9.0 );
-
- OUT_col = vec4( average, 0.0, 0.0, 1.0 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl
deleted file mode 100644
index 2e800d612..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/sampleLumIterativeP.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D inputTex;
-uniform vec2 oneOverTargetSize;
-
-out vec4 OUT_col;
-
-const vec2 gTapOffsets[16] = vec2[]
-(
- vec2( -1.5, -1.5 ), vec2( -0.5, -1.5 ), vec2( 0.5, -1.5 ), vec2( 1.5, -1.5 ),
- vec2( -1.5, -0.5 ), vec2( -0.5, -0.5 ), vec2( 0.5, -0.5 ), vec2( 1.5, -0.5 ),
- vec2( -1.5, 0.5 ), vec2( -0.5, 0.5 ), vec2( 0.5, 0.5 ), vec2( 1.5, 0.5 ),
- vec2( -1.5, 1.5 ), vec2( -0.5, 1.5 ), vec2( 0.5, 1.5 ), vec2( 1.5, 1.5 )
-);
-
-void main()
-{
- vec2 pixelSize = oneOverTargetSize;
-
- float average = 0.0;
-
- for ( int i = 0; i < 16; i++ )
- {
- float lum = texture( inputTex, IN_uv0 + ( gTapOffsets[i] * pixelSize ) ).r;
- average += lum;
- }
-
- OUT_col = vec4( average / 16.0, 0.0, 0.0, 1.0 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/luminanceVisP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/luminanceVisP.hlsl
deleted file mode 100644
index 505d1b825..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/luminanceVisP.hlsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-#include "../../torque.hlsl"
-
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float brightPassThreshold;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 sample = hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 ) );
-
- // Determine the brightness of this particular pixel.
- float lum = hdrLuminance( sample.rgb );
-
- // Write the colour to the bright-pass render target
- return ( float4( lum.rrr, 1 ) );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumInitialP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumInitialP.hlsl
deleted file mode 100644
index 2e23ece1f..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumInitialP.hlsl
+++ /dev/null
@@ -1,59 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../torque.hlsl"
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float2 texSize0;
-
-uniform float g_fMinLuminace;
-
-static float2 gTapOffsets[9] =
-{
- { -1.0, -1.0 }, { 0.0, -1.0 }, { 1.0, -1.0 },
- { -1.0, 0.0 }, { 0.0, 0.0 }, { 1.0, 0.0 },
- { -1.0, 1.0 }, { 0.0, 1.0 }, { 1.0, 1.0 }
-};
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float2 tsize = 1.0 / texSize0;
-
- float3 sample;
- float average = 0.0;
-
- for ( int i = 0; i < 9; i++ )
- {
- // Decode the hdr value.
- sample = hdrDecode( TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * tsize ) ).rgb );
-
- // Get the luminance and add it to the average.
- float lum = max( hdrLuminance( sample ), g_fMinLuminace );
- average += log( lum );
- }
-
- average = exp( average / 9.0 );
-
- return float4( average, 0.0, 0.0, 1.0 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumIterativeP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumIterativeP.hlsl
deleted file mode 100644
index 46ed6fc70..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/hdr/sampleLumIterativeP.hlsl
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float2 oneOverTargetSize;
-
-
-static float2 gTapOffsets[16] =
-{
- { -1.5, -1.5 }, { -0.5, -1.5 }, { 0.5, -1.5 }, { 1.5, -1.5 },
- { -1.5, -0.5 }, { -0.5, -0.5 }, { 0.5, -0.5 }, { 1.5, -0.5 },
- { -1.5, 0.5 }, { -0.5, 0.5 }, { 0.5, 0.5 }, { 1.5, 0.5 },
- { -1.5, 1.5 }, { -0.5, 1.5 }, { 0.5, 1.5 }, { 1.5, 1.5 }
-};
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float2 pixelSize = oneOverTargetSize;
-
- float average = 0.0;
-
- for ( int i = 0; i < 16; i++ )
- {
- float lum = TORQUE_TEX2D( inputTex, IN.uv0 + ( gTapOffsets[i] * pixelSize ) ).r;
- average += lum;
- }
-
- return float4( average / 16.0, 0.0, 0.0, 1.0 );
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl b/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl
deleted file mode 100644
index 59f5f4bbf..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayOccludeP.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D backBuffer; // The original backbuffer.
-uniform sampler2D deferredTex; // The pre-pass depth and normals.
-
-uniform float brightScalar;
-
-const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 col = vec4( 0, 0, 0, 1 );
-
- // Get the depth at this pixel.
- float depth = deferredUncondition( deferredTex, IN_uv0 ).w;
-
- // If the depth is equal to 1.0, read from the backbuffer
- // and perform the exposure calculation on the result.
- if ( depth >= 0.999 )
- {
- col = texture( backBuffer, IN_uv0 );
-
- //col = 1 - exp(-120000 * col);
- col += dot( vec3(col), LUMINANCE_VECTOR ) + 0.0001f;
- col *= brightScalar;
- }
-
- OUT_col = col;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayP.glsl b/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayP.glsl
deleted file mode 100644
index 6d78f4eae..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/lightRay/gl/lightRayP.glsl
+++ /dev/null
@@ -1,94 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-
-uniform sampler2D frameSampler;
-uniform sampler2D backBuffer;
-
-uniform vec3 camForward;
-uniform vec3 lightDirection;
-uniform vec2 screenSunPos;
-uniform vec2 oneOverTargetSize;
-uniform int numSamples;
-uniform float density;
-uniform float weight;
-uniform float decay;
-uniform float exposure;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 texCoord = vec4( IN_uv0.xy, 0, 0 );
-
- // Store initial sample.
- half3 color = half3(texture( frameSampler, texCoord.xy ).rgb);
-
- // Store original bb color.
- vec4 bbCol = texture( backBuffer, IN_uv1 );
-
- // Set up illumination decay factor.
- half illuminationDecay = 1.0;
-
- float amount = saturate( dot( -lightDirection, camForward ) );
-
- int samples = int(numSamples * amount);
-
- if ( samples <= 0 )
- {
- OUT_col = bbCol;
- return;
- }
-
- // Calculate vector from pixel to light source in screen space.
- half2 deltaTexCoord = half2( texCoord.xy - screenSunPos );
-
- // Divide by number of samples and scale by control factor.
- deltaTexCoord *= 1.0 / half(samples * density);
-
- // Evaluate summation from Equation 3 NUM_SAMPLES iterations.
- for ( int i = 0; i < samples; i++ )
- {
- // Step sample location along ray.
- texCoord.xy -= deltaTexCoord;
-
- // Retrieve sample at new location.
- half3 sample_ = half3(tex2Dlod( frameSampler, texCoord ));
-
- // Apply sample attenuation scale/decay factors.
- sample_ *= illuminationDecay * weight;
-
- // Accumulate combined color.
- color += sample_;
-
- // Update exponential decay factor.
- illuminationDecay *= decay;
- }
-
- //return saturate( amount ) * color * Exposure;
- //return bbCol * decay;
-
- // Output final color with a further scale control factor.
- OUT_col = saturate( amount ) * vec4( color * exposure, 1 ) + bbCol;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl
deleted file mode 100644
index 5db6ecb5b..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
-
-uniform float brightScalar;
-
-static const float3 LUMINANCE_VECTOR = float3(0.3125f, 0.6154f, 0.0721f);
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 col = float4( 0, 0, 0, 1 );
-
- // Get the depth at this pixel.
- float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
-
- // If the depth is equal to 1.0, read from the backbuffer
- // and perform the exposure calculation on the result.
- if ( depth >= 0.999 )
- {
- col = TORQUE_TEX2D( backBuffer, IN.uv0 );
-
- //col = 1 - exp(-120000 * col);
- col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f;
- col *= brightScalar;
- }
-
- return col;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayP.hlsl
deleted file mode 100644
index 032894710..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayP.hlsl
+++ /dev/null
@@ -1,89 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(frameSampler, 0);
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1);
-
-
-uniform float3 camForward;
-uniform int numSamples;
-uniform float3 lightDirection;
-uniform float density;
-uniform float2 screenSunPos;
-uniform float2 oneOverTargetSize;
-uniform float weight;
-uniform float decay;
-uniform float exposure;
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float4 texCoord = float4( IN.uv0.xy, 0, 0 );
-
- // Store initial sample.
- half3 color = (half3)TORQUE_TEX2D( frameSampler, texCoord.xy ).rgb;
-
- // Store original bb color.
- float4 bbCol = TORQUE_TEX2D( backBuffer, IN.uv1 );
-
- // Set up illumination decay factor.
- half illuminationDecay = 1.0;
-
- float amount = saturate( dot( -lightDirection, camForward ) );
-
- int samples = numSamples * amount;
-
- if ( samples <= 0 )
- return bbCol;
-
- // Calculate vector from pixel to light source in screen space.
- half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos );
-
- // Divide by number of samples and scale by control factor.
- deltaTexCoord *= (half)(1.0 / samples * density);
-
- // Evaluate summation from Equation 3 NUM_SAMPLES iterations.
- for ( int i = 0; i < samples; i++ )
- {
- // Step sample location along ray.
- texCoord.xy -= deltaTexCoord;
-
- // Retrieve sample at new location.
- half3 sample = (half3)TORQUE_TEX2DLOD( frameSampler, texCoord );
-
- // Apply sample attenuation scale/decay factors.
- sample *= half(illuminationDecay * weight);
-
- // Accumulate combined color.
- color += sample;
-
- // Update exponential decay factor.
- illuminationDecay *= half(decay);
- }
-
- //return saturate( amount ) * color * Exposure;
- //return bbCol * decay;
-
- // Output final color with a further scale control factor.
- return saturate( amount ) * float4( color * exposure, 1 ) + bbCol;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/blendWeightCalculationP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/blendWeightCalculationP.hlsl
deleted file mode 100644
index 2c4777c36..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/blendWeightCalculationP.hlsl
+++ /dev/null
@@ -1,78 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform sampler2D edgesMap : register(S0);
-uniform sampler2D edgesMapL : register(S1);
-uniform sampler2D areaMap : register(S2);
-
-#include "./functions.hlsl"
-
-
-float4 main(float2 texcoord : TEXCOORD0) : COLOR0
-{
- float4 areas = 0.0;
-
- float2 e = tex2D(edgesMap, texcoord).rg;
-
- [branch]
- if (e.g) // Edge at north
- {
- // Search distances to the left and to the right:
- float2 d = float2(SearchXLeft(texcoord), SearchXRight(texcoord));
-
- // Now fetch the crossing edges. Instead of sampling between edgels, we
- // sample at -0.25, to be able to discern what value has each edgel:
- float4 coords = mad(float4(d.x, -0.25, d.y + 1.0, -0.25),
- PIXEL_SIZE.xyxy, texcoord.xyxy);
- float e1 = tex2Dlevel0(edgesMapL, coords.xy).r;
- float e2 = tex2Dlevel0(edgesMapL, coords.zw).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- areas.rg = Area(abs(d), e1, e2);
- }
-
- [branch]
- if (e.r) // Edge at west
- {
- // Search distances to the top and to the bottom:
- float2 d = float2(SearchYUp(texcoord), SearchYDown(texcoord));
-
- // Now fetch the crossing edges (yet again):
- float4 coords = mad(float4(-0.25, d.x, -0.25, d.y + 1.0),
- PIXEL_SIZE.xyxy, texcoord.xyxy);
- float e1 = tex2Dlevel0(edgesMapL, coords.xy).g;
- float e2 = tex2Dlevel0(edgesMapL, coords.zw).g;
-
- // Get the area for this direction:
- areas.ba = Area(abs(d), e1, e2);
- }
-
- return areas;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/edgeDetectionP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/edgeDetectionP.hlsl
deleted file mode 100644
index 7d5c7f057..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/edgeDetectionP.hlsl
+++ /dev/null
@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "shadergen:/autogenConditioners.h"
-
-uniform sampler2D colorMapG : register(S0);
-uniform sampler2D deferredMap : register(S1);
-
-uniform float3 lumaCoefficients;
-uniform float threshold;
-uniform float depthThreshold;
-
-
-float4 main( float2 texcoord : TEXCOORD0,
- float4 offset[2]: TEXCOORD1) : COLOR0
-{
- // Luma calculation requires gamma-corrected colors (texture 'colorMapG').
- //
- // Note that there is a lot of overlapped luma calculations; performance
- // can be improved if this luma calculation is performed in the main pass,
- // which may give you an edge if used in conjunction with a z deferred.
-
- float L = dot(tex2D(colorMapG, texcoord).rgb, lumaCoefficients);
-
- float Lleft = dot(tex2D(colorMapG, offset[0].xy).rgb, lumaCoefficients);
- float Ltop = dot(tex2D(colorMapG, offset[0].zw).rgb, lumaCoefficients);
- float Lright = dot(tex2D(colorMapG, offset[1].xy).rgb, lumaCoefficients);
- float Lbottom = dot(tex2D(colorMapG, offset[1].zw).rgb, lumaCoefficients);
-
- float4 delta = abs(L.xxxx - float4(Lleft, Ltop, Lright, Lbottom));
- float4 edges = step(threshold, delta);
-
- // Add depth edges to color edges
- float D = deferredUncondition(deferredMap, texcoord).w;
- float Dleft = deferredUncondition(deferredMap, offset[0].xy).w;
- float Dtop = deferredUncondition(deferredMap, offset[0].zw).w;
- float Dright = deferredUncondition(deferredMap, offset[1].xy).w;
- float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w;
-
- delta = abs(D.xxxx - float4(Dleft, Dtop, Dright, Dbottom));
- edges += step(depthThreshold, delta);
-
- if (dot(edges, 1.0) == 0.0)
- discard;
-
- return edges;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/functions.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/functions.hlsl
deleted file mode 100644
index 9935a5e30..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/functions.hlsl
+++ /dev/null
@@ -1,145 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform float2 texSize0;
-
-#if !defined(PIXEL_SIZE)
-#define PIXEL_SIZE (1.0 / texSize0)
-#define MAX_SEARCH_STEPS 8
-#define MAX_DISTANCE 33
-#endif
-
-// Typical Multiply-Add operation to ease translation to assembly code.
-
-float4 mad(float4 m, float4 a, float4 b)
-{
- #if defined(XBOX)
- float4 result;
- asm {
- mad result, m, a, b
- };
- return result;
- #else
- return m * a + b;
- #endif
-}
-
-
-// This one just returns the first level of a mip map chain, which allow us to
-// avoid the nasty ddx/ddy warnings, even improving the performance a little
-// bit.
-float4 tex2Dlevel0(sampler2D map, float2 texcoord)
-{
- return tex2Dlod(map, float4(texcoord, 0.0, 0.0));
-}
-
-
-// Same as above, this eases translation to assembly code;
-float4 tex2Doffset(sampler2D map, float2 texcoord, float2 offset)
-{
- #if defined(XBOX) && MAX_SEARCH_STEPS < 6
- float4 result;
- float x = offset.x;
- float y = offset.y;
- asm {
- tfetch2D result, texcoord, map, OffsetX = x, OffsetY = y
- };
- return result;
- #else
- return tex2Dlevel0(map, texcoord + PIXEL_SIZE * offset);
- #endif
-}
-
-
-// Ok, we have the distance and both crossing edges, can you please return
-// the float2 blending weights?
-float2 Area(float2 distance, float e1, float e2)
-{
- // * By dividing by areaSize - 1.0 below we are implicitely offsetting to
- // always fall inside of a pixel
- // * Rounding prevents bilinear access precision problems
- float areaSize = MAX_DISTANCE * 5.0;
- float2 pixcoord = MAX_DISTANCE * round(4.0 * float2(e1, e2)) + distance;
- float2 texcoord = pixcoord / (areaSize - 1.0);
- return tex2Dlevel0(areaMap, texcoord).rg;
-}
-
-
-// Search functions for the 2nd pass.
-float SearchXLeft(float2 texcoord)
-{
- // We compare with 0.9 to prevent bilinear access precision problems.
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0)).g;
- [flatten] if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchXRight(float2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0)).g;
- [flatten] if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchYUp(float2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0).yx).r;
- [flatten] if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchYDown(float2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, float2(i, 0.0).yx).r;
- [flatten] if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl
deleted file mode 100644
index af01ce6f9..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/blendWeightCalculationP.glsl
+++ /dev/null
@@ -1,83 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec2 texcoord;
-
-uniform sampler2D edgesMap;
-uniform sampler2D edgesMapL;
-uniform sampler2D areaMap;
-
-out vec4 OUT_col;
-
-#include "./functions.glsl"
-
-
-void main()
-{
- vec4 areas = vec4(0.0);
-
- vec2 e = texture(edgesMap, texcoord).rg;
-
- //[branch]
- if (bool(e.g)) // Edge at north
- {
- // Search distances to the left and to the right:
- vec2 d = vec2(SearchXLeft(texcoord), SearchXRight(texcoord));
-
- // Now fetch the crossing edges. Instead of sampling between edgels, we
- // sample at -0.25, to be able to discern what value has each edgel:
- vec4 coords = mad(vec4(d.x, -0.25, d.y + 1.0, -0.25),
- PIXEL_SIZE.xyxy, texcoord.xyxy);
- float e1 = tex2Dlevel0(edgesMapL, coords.xy).r;
- float e2 = tex2Dlevel0(edgesMapL, coords.zw).r;
-
- // Ok, we know how this pattern looks like, now it is time for getting
- // the actual area:
- areas.rg = Area(abs(d), e1, e2);
- }
-
- //[branch]
- if (bool(e.r)) // Edge at west
- {
- // Search distances to the top and to the bottom:
- vec2 d = vec2(SearchYUp(texcoord), SearchYDown(texcoord));
-
- // Now fetch the crossing edges (yet again):
- vec4 coords = mad(vec4(-0.25, d.x, -0.25, d.y + 1.0),
- PIXEL_SIZE.xyxy, texcoord.xyxy);
- float e1 = tex2Dlevel0(edgesMapL, coords.xy).g;
- float e2 = tex2Dlevel0(edgesMapL, coords.zw).g;
-
- // Get the area for this direction:
- areas.ba = Area(abs(d), e1, e2);
- }
-
- OUT_col = areas;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/edgeDetectionP.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/edgeDetectionP.glsl
deleted file mode 100644
index d964a28a4..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/edgeDetectionP.glsl
+++ /dev/null
@@ -1,76 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-uniform sampler2D colorMapG;
-uniform sampler2D deferredMap;
-
-uniform vec3 lumaCoefficients;
-uniform float threshold;
-uniform float depthThreshold;
-
-in vec2 texcoord;
-in vec4 offset[2];
-
-out vec4 OUT_col;
-
-void main()
-{
- // Luma calculation requires gamma-corrected colors (texture 'colorMapG').
- //
- // Note that there is a lot of overlapped luma calculations; performance
- // can be improved if this luma calculation is performed in the main pass,
- // which may give you an edge if used in conjunction with a z deferred.
-
- float L = dot(texture(colorMapG, texcoord).rgb, lumaCoefficients);
-
- float Lleft = dot(texture(colorMapG, offset[0].xy).rgb, lumaCoefficients);
- float Ltop = dot(texture(colorMapG, offset[0].zw).rgb, lumaCoefficients);
- float Lright = dot(texture(colorMapG, offset[1].xy).rgb, lumaCoefficients);
- float Lbottom = dot(texture(colorMapG, offset[1].zw).rgb, lumaCoefficients);
-
- vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom));
- vec4 edges = step(threshold, delta);
-
- // Add depth edges to color edges
- float D = deferredUncondition(deferredMap, texcoord).w;
- float Dleft = deferredUncondition(deferredMap, offset[0].xy).w;
- float Dtop = deferredUncondition(deferredMap, offset[0].zw).w;
- float Dright = deferredUncondition(deferredMap, offset[1].xy).w;
- float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w;
-
- delta = abs(vec4(D) - vec4(Dleft, Dtop, Dright, Dbottom));
- edges += step(depthThreshold, delta);
-
- if (dot(edges, vec4(1.0)) == 0.0)
- discard;
-
- OUT_col = edges;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/functions.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/functions.glsl
deleted file mode 100644
index 3ff56fb1a..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/functions.glsl
+++ /dev/null
@@ -1,145 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform vec2 texSize0;
-
-#if !defined(PIXEL_SIZE)
-#define PIXEL_SIZE (1.0 / texSize0)
-#define MAX_SEARCH_STEPS 8
-#define MAX_DISTANCE 33
-#endif
-
-// Typical Multiply-Add operation to ease translation to assembly code.
-
-vec4 mad(vec4 m, vec4 a, vec4 b)
-{
- #if defined(XBOX)
- vec4 result;
- asm {
- mad result, m, a, b
- };
- return result;
- #else
- return m * a + b;
- #endif
-}
-
-
-// This one just returns the first level of a mip map chain, which allow us to
-// avoid the nasty ddx/ddy warnings, even improving the performance a little
-// bit.
-vec4 tex2Dlevel0(sampler2D map, vec2 texcoord)
-{
- return tex2Dlod(map, vec4(texcoord, 0.0, 0.0));
-}
-
-
-// Same as above, this eases translation to assembly code;
-vec4 tex2Doffset(sampler2D map, vec2 texcoord, vec2 offset)
-{
- #if defined(XBOX) && MAX_SEARCH_STEPS < 6
- vec4 result;
- float x = offset.x;
- float y = offset.y;
- asm {
- tfetch2D result, texcoord, map, OffsetX = x, OffsetY = y
- };
- return result;
- #else
- return tex2Dlevel0(map, texcoord + PIXEL_SIZE * offset);
- #endif
-}
-
-
-// Ok, we have the distance and both crossing edges, can you please return
-// the vec2 blending weights?
-vec2 Area(vec2 distance, float e1, float e2)
-{
- // * By dividing by areaSize - 1.0 below we are implicitely offsetting to
- // always fall inside of a pixel
- // * Rounding prevents bilinear access precision problems
- float areaSize = MAX_DISTANCE * 5.0;
- vec2 pixcoord = MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + distance;
- vec2 texcoord = pixcoord / (areaSize - 1.0);
- return tex2Dlevel0(areaMap, texcoord).rg;
-}
-
-
-// Search functions for the 2nd pass.
-float SearchXLeft(vec2 texcoord)
-{
- // We compare with 0.9 to prevent bilinear access precision problems.
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0)).g;
- /*[flatten]*/ if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchXRight(vec2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0)).g;
- /*[flatten]*/ if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchYUp(vec2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = -1.5; i > -2.0 * MAX_SEARCH_STEPS; i -= 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0).yx).r;
- /*[flatten]*/ if (e < 0.9) break;
- }
- return max(i + 1.5 - 2.0 * e, -2.0 * MAX_SEARCH_STEPS);
-}
-
-// Search functions for the 2nd pass.
-float SearchYDown(vec2 texcoord)
-{
- float i;
- float e = 0.0;
- for (i = 1.5; i < 2.0 * MAX_SEARCH_STEPS; i += 2.0)
- {
- e = tex2Doffset(edgesMapL, texcoord, vec2(i, 0.0).yx).r;
- /*[flatten]*/ if (e < 0.9) break;
- }
- return min(i - 1.5 + 2.0 * e, 2.0 * MAX_SEARCH_STEPS);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl
deleted file mode 100644
index eddbcc47c..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/neighborhoodBlendingP.glsl
+++ /dev/null
@@ -1,88 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec2 texcoord;
-in vec4 offset[2];
-
-uniform sampler2D blendMap;
-uniform sampler2D colorMapL;
-uniform sampler2D colorMap;
-
-// Dummy sampers to please include.
-uniform sampler2D areaMap;
-uniform sampler2D edgesMapL;
-#include "./functions.glsl"
-
-out vec4 OUT_col;
-
-void main()
-{
- // Fetch the blending weights for current pixel:
- vec4 topLeft = texture(blendMap, texcoord);
- float bottom = texture(blendMap, offset[1].zw).g;
- float right = texture(blendMap, offset[1].xy).a;
- vec4 a = vec4(topLeft.r, bottom, topLeft.b, right);
-
- // Up to 4 lines can be crossing a pixel (one in each edge). So, we perform
- // a weighted average, where the weight of each line is 'a' cubed, which
- // favors blending and works well in practice.
- vec4 w = a * a * a;
-
- // There is some blending weight with a value greater than 0.0?
- float sum = dot(w, vec4(1.0));
- if (sum < 1e-5)
- discard;
-
- vec4 color = vec4(0.0);
-
- // Add the contributions of the possible 4 lines that can cross this pixel:
- #ifdef BILINEAR_FILTER_TRICK
- vec4 coords = mad(vec4( 0.0, -a.r, 0.0, a.g), PIXEL_SIZE.yyyy, texcoord.xyxy);
- color = mad(texture(colorMapL, coords.xy), vec4(w.r), color);
- color = mad(texture(colorMapL, coords.zw), vec4(w.g), color);
-
- coords = mad(vec4(-a.b, 0.0, a.a, 0.0), PIXEL_SIZE.xxxx, texcoord.xyxy);
- color = mad(texture(colorMapL, coords.xy), vec4(w.b), color);
- color = mad(texture(colorMapL, coords.zw), vec4(w.a), color);
- #else
- vec4 C = texture(colorMap, texcoord);
- vec4 Cleft = texture(colorMap, offset[0].xy);
- vec4 Ctop = texture(colorMap, offset[0].zw);
- vec4 Cright = texture(colorMap, offset[1].xy);
- vec4 Cbottom = texture(colorMap, offset[1].zw);
- color = mad(mix(C, Ctop, a.r), vec4(w.r), color);
- color = mad(mix(C, Cbottom, a.g), vec4(w.g), color);
- color = mad(mix(C, Cleft, a.b), vec4(w.b), color);
- color = mad(mix(C, Cright, a.a), vec4(w.a), color);
- #endif
-
- // Normalize the resulting color and we are finished!
- OUT_col = color / sum;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/offsetV.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/offsetV.glsl
deleted file mode 100644
index 53d927c29..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/offsetV.glsl
+++ /dev/null
@@ -1,57 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define IN_position vPosition
-#define IN_texcoord vTexCoord0
-
-#define OUT_position gl_Position
-out vec2 texcoord;
-#define OUT_texcoord texcoord
-out vec4 offset[2];
-#define OUT_offset offset
-
-uniform vec2 texSize0;
-
-void main()
-{
- OUT_position = IN_position;
- vec2 PIXEL_SIZE = 1.0 / texSize0;
-
- OUT_texcoord = IN_texcoord;
- OUT_texcoord.xy += PIXEL_SIZE * 0.5;
-
- OUT_offset[0] = OUT_texcoord.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
- OUT_offset[1] = OUT_texcoord.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/passthruV.glsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/passthruV.glsl
deleted file mode 100644
index 1aa64112c..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/gl/passthruV.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define IN_position vPosition
-#define IN_texcoord vTexCoord0
-
-#define OUT_position gl_Position
-out vec2 texcoord;
-#define OUT_texcoord texcoord
-
-uniform vec2 texSize0;
-
-void main()
-{
- OUT_position = IN_position;
- vec2 PIXEL_SIZE = 1.0 / texSize0;
-
- OUT_texcoord = IN_texcoord;
- texcoord.xy += PIXEL_SIZE * 0.5;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl
deleted file mode 100644
index aaaacafe2..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/neighborhoodBlendingP.hlsl
+++ /dev/null
@@ -1,84 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform sampler2D blendMap : register(S0);
-uniform sampler2D colorMapL : register(S1);
-uniform sampler2D colorMap : register(S2);
-
-// Dummy sampers to please include.
-sampler2D areaMap;
-sampler2D edgesMapL;
-#include "./functions.hlsl"
-
-
-float4 main( float2 texcoord : TEXCOORD0,
- float4 offset[2]: TEXCOORD1 ) : COLOR0
-{
- // Fetch the blending weights for current pixel:
- float4 topLeft = tex2D(blendMap, texcoord);
- float bottom = tex2D(blendMap, offset[1].zw).g;
- float right = tex2D(blendMap, offset[1].xy).a;
- float4 a = float4(topLeft.r, bottom, topLeft.b, right);
-
- // Up to 4 lines can be crossing a pixel (one in each edge). So, we perform
- // a weighted average, where the weight of each line is 'a' cubed, which
- // favors blending and works well in practice.
- float4 w = a * a * a;
-
- // There is some blending weight with a value greater than 0.0?
- float sum = dot(w, 1.0);
- if (sum < 1e-5)
- discard;
-
- float4 color = 0.0;
-
- // Add the contributions of the possible 4 lines that can cross this pixel:
- #ifdef BILINEAR_FILTER_TRICK
- float4 coords = mad(float4( 0.0, -a.r, 0.0, a.g), PIXEL_SIZE.yyyy, texcoord.xyxy);
- color = mad(tex2D(colorMapL, coords.xy), w.r, color);
- color = mad(tex2D(colorMapL, coords.zw), w.g, color);
-
- coords = mad(float4(-a.b, 0.0, a.a, 0.0), PIXEL_SIZE.xxxx, texcoord.xyxy);
- color = mad(tex2D(colorMapL, coords.xy), w.b, color);
- color = mad(tex2D(colorMapL, coords.zw), w.a, color);
- #else
- float4 C = tex2D(colorMap, texcoord);
- float4 Cleft = tex2D(colorMap, offset[0].xy);
- float4 Ctop = tex2D(colorMap, offset[0].zw);
- float4 Cright = tex2D(colorMap, offset[1].xy);
- float4 Cbottom = tex2D(colorMap, offset[1].zw);
- color = mad(lerp(C, Ctop, a.r), w.r, color);
- color = mad(lerp(C, Cbottom, a.g), w.g, color);
- color = mad(lerp(C, Cleft, a.b), w.b, color);
- color = mad(lerp(C, Cright, a.a), w.a, color);
- #endif
-
- // Normalize the resulting color and we are finished!
- return color / sum;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/offsetV.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/offsetV.hlsl
deleted file mode 100644
index d9c922afd..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/offsetV.hlsl
+++ /dev/null
@@ -1,42 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform float2 texSize0;
-
-void main( inout float4 position : POSITION0,
- inout float2 texcoord : TEXCOORD0,
- out float4 offset[2] : TEXCOORD1 )
-{
- float2 PIXEL_SIZE = 1.0 / texSize0;
-
- texcoord.xy += PIXEL_SIZE * 0.5;
-
- offset[0] = texcoord.xyxy + PIXEL_SIZE.xyxy * float4(-1.0, 0.0, 0.0, -1.0);
- offset[1] = texcoord.xyxy + PIXEL_SIZE.xyxy * float4( 1.0, 0.0, 0.0, 1.0);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/mlaa/passthruV.hlsl b/Templates/BaseGame/game/core/shaders/postFX/mlaa/passthruV.hlsl
deleted file mode 100644
index 24ef534fd..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/mlaa/passthruV.hlsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// An implementation of "Practical Morphological Anti-Aliasing" from
-// GPU Pro 2 by Jorge Jimenez, Belen Masia, Jose I. Echevarria,
-// Fernando Navarro, and Diego Gutierrez.
-//
-// http://www.iryoku.com/mlaa/
-
-
-uniform float2 texSize0;
-
-void main( inout float4 position : POSITION0,
- inout float2 texcoord : TEXCOORD0)
-{
- float2 PIXEL_SIZE = 1.0 / texSize0;
- texcoord.xy += PIXEL_SIZE * 0.5;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl
deleted file mode 100644
index 90b8f6f25..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl
+++ /dev/null
@@ -1,70 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-#include "../torque.hlsl"
-#include "../shaderModelAutoGen.hlsl"
-
-uniform float4x4 matPrevScreenToWorld;
-uniform float4x4 matWorldToScreen;
-
-// Passed in from setShaderConsts()
-uniform float velocityMultiplier;
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
-
-float4 main(PFXVertToPix IN) : TORQUE_TARGET0
-{
- float samples = 5;
-
- // First get the deferred texture for uv channel 0
- float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 );
-
- // Next extract the depth
- float depth = deferred.a;
-
- // Create the screen position
- float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1);
-
- // Calculate the world position
- float4 D = mul(screenPos, matWorldToScreen);
- float4 worldPos = D / D.w;
-
- // Now calculate the previous screen position
- float4 previousPos = mul( worldPos, matPrevScreenToWorld );
- previousPos /= previousPos.w;
-
- // Calculate the XY velocity
- float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy;
-
- // Generate the motion blur
- float4 color = TORQUE_TEX2D(backBuffer, IN.uv0);
- IN.uv0 += velocity;
-
- for(int i = 1; i blurNormalTol )
- {
- usedCount++;
- total += weight;
- occlusion += TORQUE_TEX2D( occludeMap, uv ).r * weight;
- }
- }
-}
-
-float4 main( VertToPix IN ) : TORQUE_TARGET0
-{
- //float4 centerTap;
- float4 centerTap = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0.zw );
-
- //return centerTap;
-
- //float centerOcclude = TORQUE_TEX2D( occludeMap, IN.uv0.zw ).r;
- //return float4( centerOcclude.rrr, 1 );
-
- float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ); //25f;
-
- float occlusion = 0;
- int usedCount = 0;
- float total = 0.0;
-
- sample( IN.uv0.xy, kernel.x, centerTap, usedCount, occlusion, total );
- sample( IN.uv1, kernel.y, centerTap, usedCount, occlusion, total );
- sample( IN.uv2, kernel.z, centerTap, usedCount, occlusion, total );
- sample( IN.uv3, kernel.w, centerTap, usedCount, occlusion, total );
-
- sample( IN.uv4, kernel.x, centerTap, usedCount, occlusion, total );
- sample( IN.uv5, kernel.y, centerTap, usedCount, occlusion, total );
- sample( IN.uv6, kernel.z, centerTap, usedCount, occlusion, total );
- sample( IN.uv7, kernel.w, centerTap, usedCount, occlusion, total );
-
- occlusion += TORQUE_TEX2D( occludeMap, IN.uv0.zw ).r * 0.5;
- total += 0.5;
- //occlusion /= 3.0;
-
- //occlusion /= (float)usedCount / 8.0;
- occlusion /= total;
-
- return float4( occlusion.rrr, 1 );
-
-
- //return float4( 0,0,0,occlusion );
-
- //float3 color = TORQUE_TEX2D( colorMap, IN.uv0.zw );
-
- //return float4( color, occlusion );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_V.hlsl
deleted file mode 100644
index 6ab278900..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_V.hlsl
+++ /dev/null
@@ -1,86 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-
-uniform float2 texSize0;
-uniform float2 oneOverTargetSize;
-uniform float4 rtParams0;
-
-struct VertToPix
-{
- float4 hpos : TORQUE_POSITION;
-
- float4 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float2 uv3 : TEXCOORD3;
-
- float2 uv4 : TEXCOORD4;
- float2 uv5 : TEXCOORD5;
- float2 uv6 : TEXCOORD6;
- float2 uv7 : TEXCOORD7;
-};
-
-VertToPix main( PFXVert IN )
-{
- VertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1.0);
-
- IN.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 );
-
- //float4 step = float4( 3.5, 2.5, 1.5, 0.5 );
- //float4 step = float4( 4.0, 3.0, 2.0, 1.0 );
- float4 step = float4( 9.0, 5.0, 2.5, 0.5 );
-
- // I don't know why this offset is necessary, but it is.
- //IN.uv = IN.uv * oneOverTargetSize;
-
- OUT.uv0.xy = IN.uv + ( ( BLUR_DIR * step.x ) / texSize0 );
- OUT.uv1 = IN.uv + ( ( BLUR_DIR * step.y ) / texSize0 );
- OUT.uv2 = IN.uv + ( ( BLUR_DIR * step.z ) / texSize0 );
- OUT.uv3 = IN.uv + ( ( BLUR_DIR * step.w ) / texSize0 );
-
- OUT.uv4 = IN.uv - ( ( BLUR_DIR * step.x ) / texSize0 );
- OUT.uv5 = IN.uv - ( ( BLUR_DIR * step.y ) / texSize0 );
- OUT.uv6 = IN.uv - ( ( BLUR_DIR * step.z ) / texSize0 );
- OUT.uv7 = IN.uv - ( ( BLUR_DIR * step.w ) / texSize0 );
-
- OUT.uv0.zw = IN.uv;
-
- /*
- OUT.uv0 = viewportCoordToRenderTarget( OUT.uv0, rtParams0 );
- OUT.uv1 = viewportCoordToRenderTarget( OUT.uv1, rtParams0 );
- OUT.uv2 = viewportCoordToRenderTarget( OUT.uv2, rtParams0 );
- OUT.uv3 = viewportCoordToRenderTarget( OUT.uv3, rtParams0 );
-
- OUT.uv4 = viewportCoordToRenderTarget( OUT.uv4, rtParams0 );
- OUT.uv5 = viewportCoordToRenderTarget( OUT.uv5, rtParams0 );
- OUT.uv6 = viewportCoordToRenderTarget( OUT.uv6, rtParams0 );
- OUT.uv7 = viewportCoordToRenderTarget( OUT.uv7, rtParams0 );
- */
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl
deleted file mode 100644
index ff31a4b8b..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl
+++ /dev/null
@@ -1,272 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-#include "./../postFx.hlsl"
-
-#define DOSMALL
-#define DOLARGE
-
-TORQUE_UNIFORM_SAMPLER2D(deferredMap,0);
-TORQUE_UNIFORM_SAMPLER2D(randNormalTex,1);
-TORQUE_UNIFORM_SAMPLER1D(powTable,2);
-
-uniform float2 nearFar;
-uniform float2 worldToScreenScale;
-uniform float2 texSize0;
-uniform float2 texSize1;
-uniform float2 targetSize;
-
-// Script-set constants.
-
-uniform float overallStrength;
-
-uniform float sRadius;
-uniform float sStrength;
-uniform float sDepthMin;
-uniform float sDepthMax;
-uniform float sDepthPow;
-uniform float sNormalTol;
-uniform float sNormalPow;
-
-uniform float lRadius;
-uniform float lStrength;
-uniform float lDepthMin;
-uniform float lDepthMax;
-uniform float lDepthPow;
-uniform float lNormalTol;
-uniform float lNormalPow;
-
-
-#ifndef QUALITY
- #define QUALITY 2
-#endif
-
-
-#if QUALITY == 0
- #define sSampleCount 4
- #define totalSampleCount 12
-#elif QUALITY == 1
- #define sSampleCount 6
- #define totalSampleCount 24
-#elif QUALITY == 2
- #define sSampleCount 8
- #define totalSampleCount 32
-#endif
-
-
-float getOcclusion( float depthDiff, float depthMin, float depthMax, float depthPow,
- float normalDiff, float dt, float normalTol, float normalPow )
-{
- if ( depthDiff < 0.0 )
- return 0.0;
-
- float delta = abs( depthDiff );
-
- if ( delta < depthMin || delta > depthMax )
- return 0.0;
-
- delta = saturate( delta / depthMax );
-
- if ( dt > 0.0 )
- normalDiff *= dt;
- else
- normalDiff = 1.0;
-
-
- normalDiff *= 1.0 - ( dt * 0.5 + 0.5 );
-
- return ( 1.0 - TORQUE_TEX1D( powTable, delta ).r ) * normalDiff;
-}
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float3 ptSphere[32] =
- {
- float3( 0.295184, 0.077723, 0.068429 ),
- float3( -0.271976, -0.365221, -0.838363 ),
- float3( 0.547713, 0.467576, 0.488515 ),
- float3( 0.662808, -0.031733, -0.584758 ),
- float3( -0.025717, 0.218955, -0.657094 ),
- float3( -0.310153, -0.365223, -0.370701 ),
- float3( -0.101407, -0.006313, -0.747665 ),
- float3( -0.769138, 0.360399, -0.086847 ),
- float3( -0.271988, -0.275140, -0.905353 ),
- float3( 0.096740, -0.566901, 0.700151 ),
- float3( 0.562872, -0.735136, -0.094647 ),
- float3( 0.379877, 0.359278, 0.190061 ),
- float3( 0.519064, -0.023055, 0.405068 ),
- float3( -0.301036, 0.114696, -0.088885 ),
- float3( -0.282922, 0.598305, 0.487214 ),
- float3( -0.181859, 0.251670, -0.679702 ),
- float3( -0.191463, -0.635818, -0.512919 ),
- float3( -0.293655, 0.427423, 0.078921 ),
- float3( -0.267983, 0.680534, -0.132880 ),
- float3( 0.139611, 0.319637, 0.477439 ),
- float3( -0.352086, 0.311040, 0.653913 ),
- float3( 0.321032, 0.805279, 0.487345 ),
- float3( 0.073516, 0.820734, -0.414183 ),
- float3( -0.155324, 0.589983, -0.411460 ),
- float3( 0.335976, 0.170782, -0.527627 ),
- float3( 0.463460, -0.355658, -0.167689 ),
- float3( 0.222654, 0.596550, -0.769406 ),
- float3( 0.922138, -0.042070, 0.147555 ),
- float3( -0.727050, -0.329192, 0.369826 ),
- float3( -0.090731, 0.533820, 0.463767 ),
- float3( -0.323457, -0.876559, -0.238524 ),
- float3( -0.663277, -0.372384, -0.342856 )
- };
-
- // Sample a random normal for reflecting the
- // sphere vector later in our loop.
- float4 noiseMapUV = float4( ( IN.uv1 * ( targetSize / texSize1 ) ).xy, 0, 0 );
- float3 reflectNormal = normalize( TORQUE_TEX2DLOD( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 );
- //return float4( reflectNormal, 1 );
-
- float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0 );
- float3 normal = deferred.xyz;
- float depth = deferred.a;
- //return float4( ( depth ).xxx, 1 );
-
- // Early out if too far away.
- if ( depth > 0.99999999 )
- return float4( 0,0,0,0 );
-
- // current fragment coords in screen space
- float3 ep = float3( IN.uv0, depth );
-
- float bl;
- float3 baseRay, ray, se, occNorm, projRadius;
- float normalDiff = 0;
- float depthMin, depthMax, dt, depthDiff;
- float4 occluderFragment;
- int i;
- float sOcclusion = 0.0;
- float lOcclusion = 0.0;
-
- //------------------------------------------------------------
- // Small radius
- //------------------------------------------------------------
-
-#ifdef DOSMALL
-
- bl = 0.0;
-
- projRadius.xy = ( float2( sRadius.rr ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 );
- projRadius.z = sRadius / nearFar.y;
-
- depthMin = projRadius.z * sDepthMin;
- depthMax = projRadius.z * sDepthMax;
-
- //float maxr = 1;
- //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr );
- //if ( radiusDepth.x < 1.0 / targetSize.x )
- // return color;
- //radiusDepth.xyz = 0.0009;
- [unroll]
- for ( i = 0; i < sSampleCount; i++ )
- {
- baseRay = reflect( ptSphere[i], reflectNormal );
-
- dt = dot( baseRay.xyz, normal );
-
- baseRay *= sign( dt );
-
- ray = ( projRadius * baseRay.xzy );
- ray.y = -ray.y;
-
- se = ep + ray;
-
- occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy );
-
- depthDiff = se.z - occluderFragment.a;
-
- dt = dot( occluderFragment.xyz, baseRay.xyz );
- normalDiff = dot( occluderFragment.xyz, normal );
-
- bl += getOcclusion( depthDiff, depthMin, depthMax, sDepthPow, normalDiff, dt, sNormalTol, sNormalPow );
- }
-
- sOcclusion = sStrength * ( bl / (float)sSampleCount );
-
-#endif // DOSMALL
-
-
- //------------------------------------------------------------
- // Large radius
- //------------------------------------------------------------
-
-#ifdef DOLARGE
-
- bl = 0.0;
-
- projRadius.xy = ( float2( lRadius.rr ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 );
- projRadius.z = lRadius / nearFar.y;
-
- depthMin = projRadius.z * lDepthMin;
- depthMax = projRadius.z * lDepthMax;
-
- //projRadius.xy = clamp( projRadius.xy, 0.0, 0.01 );
- //float maxr = 1;
- //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr );
- //if ( radiusDepth.x < 1.0 / targetSize.x )
- // return color;
- //radiusDepth.xyz = 0.0009;
- [unroll]
- for ( i = sSampleCount; i < totalSampleCount; i++ )
- {
- baseRay = reflect( ptSphere[i], reflectNormal );
-
- dt = dot( baseRay.xyz, normal );
-
- baseRay *= sign( dt );
-
- ray = ( projRadius * baseRay.xzy );
- ray.y = -ray.y;
-
- se = ep + ray;
-
- occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy );
-
- depthDiff = se.z - occluderFragment.a;
-
- normalDiff = dot( occluderFragment.xyz, normal );
- dt = dot( occluderFragment.xyz, baseRay.xyz );
-
- bl += getOcclusion( depthDiff, depthMin, depthMax, lDepthPow, normalDiff, dt, lNormalTol, lNormalPow );
- }
-
- lOcclusion = lStrength * ( bl / (float)( totalSampleCount - sSampleCount ) );
-
-#endif // DOLARGE
-
- float occlusion = saturate( max( sOcclusion, lOcclusion ) * overallStrength );
-
- // Note black is unoccluded and white is fully occluded. This
- // seems backwards, but it makes it simple to deal with the SSAO
- // being disabled in the lighting shaders.
-
- return occlusion;
-}
-
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl
deleted file mode 100644
index 696947d3e..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_P.hlsl
+++ /dev/null
@@ -1,29 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float power = pow( max( IN.uv0.x, 0 ), 0.1 );
- return float4( power, 0, 0, 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl
deleted file mode 100644
index 76f67e711..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_PowerTable_V.hlsl
+++ /dev/null
@@ -1,45 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./../postFx.hlsl"
-#include "./../../torque.hlsl"
-
-
-uniform float4 rtParams0;
-uniform float4 rtParams1;
-uniform float4 rtParams2;
-uniform float4 rtParams3;
-
-PFXVertToPix main( PFXVert IN )
-{
- PFXVertToPix OUT;
-
- OUT.hpos = float4(IN.pos,1.0);
- OUT.uv0 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams0 );
- OUT.uv1 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams1 );
- OUT.uv2 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams2 );
- OUT.uv3 = IN.uv; //viewportCoordToRenderTarget( IN.uv, rtParams3 );
-
- OUT.wsEyeRay = IN.wsEyeRay;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl
deleted file mode 100644
index cae920af8..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_P.glsl
+++ /dev/null
@@ -1,108 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-in vec4 uv0;
-#define IN_uv0 uv0
-in vec2 uv1;
-#define IN_uv1 uv1
-in vec2 uv2;
-#define IN_uv2 uv2
-in vec2 uv3;
-#define IN_uv3 uv3
-
-in vec2 uv4;
-#define IN_uv4 uv4
-in vec2 uv5;
-#define IN_uv5 uv5
-in vec2 uv6;
-#define IN_uv6 uv6
-in vec2 uv7;
-#define IN_uv7 uv7
-
-uniform sampler2D occludeMap ;
-uniform sampler2D deferredMap ;
-uniform float blurDepthTol;
-uniform float blurNormalTol;
-
-out vec4 OUT_col;
-
-void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout float occlusion, inout float total )
-{
- //return;
- vec4 tap = deferredUncondition( deferredMap, uv );
-
- if ( abs( tap.a - centerTap.a ) < blurDepthTol )
- {
- if ( dot( tap.xyz, centerTap.xyz ) > blurNormalTol )
- {
- usedCount++;
- total += weight;
- occlusion += texture( occludeMap, uv ).r * weight;
- }
- }
-}
-
-void main()
-{
- //vec4 centerTap;
- vec4 centerTap = deferredUncondition( deferredMap, IN_uv0.zw );
-
- //return centerTap;
-
- //float centerOcclude = texture( occludeMap, IN_uv0.zw ).r;
- //return vec4( centerOcclude.rrr, 1 );
-
- vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ); //25f;
-
- float occlusion = 0;
- int usedCount = 0;
- float total = 0.0;
-
- _sample( IN_uv0.xy, kernel.x, centerTap, usedCount, occlusion, total );
- _sample( IN_uv1, kernel.y, centerTap, usedCount, occlusion, total );
- _sample( IN_uv2, kernel.z, centerTap, usedCount, occlusion, total );
- _sample( IN_uv3, kernel.w, centerTap, usedCount, occlusion, total );
-
- _sample( IN_uv4, kernel.x, centerTap, usedCount, occlusion, total );
- _sample( IN_uv5, kernel.y, centerTap, usedCount, occlusion, total );
- _sample( IN_uv6, kernel.z, centerTap, usedCount, occlusion, total );
- _sample( IN_uv7, kernel.w, centerTap, usedCount, occlusion, total );
-
- occlusion += texture( occludeMap, IN_uv0.zw ).r * 0.5;
- total += 0.5;
- //occlusion /= 3.0;
-
- //occlusion /= (float)usedCount / 8.0;
- occlusion /= total;
-
- OUT_col = vec4( vec3(occlusion), 1 );
-
-
- //return vec4( 0,0,0,occlusion );
-
- //vec3 color = texture( colorMap, IN_uv0.zw );
-
- //return vec4( color, occlusion );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl
deleted file mode 100644
index 45a52e890..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_Blur_V.glsl
+++ /dev/null
@@ -1,96 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-#define IN_pos vPosition
-#define _IN_uv vTexCoord0
-
-uniform vec2 texSize0;
-uniform vec4 rtParams0;
-uniform vec2 oneOverTargetSize;
-
-#define OUT_hpos gl_Position
-
-out vec4 uv0;
-#define OUT_uv0 uv0
-out vec2 uv1;
-#define OUT_uv1 uv1
-out vec2 uv2;
-#define OUT_uv2 uv2
-out vec2 uv3;
-#define OUT_uv3 uv3
-
-out vec2 uv4;
-#define OUT_uv4 uv4
-out vec2 uv5;
-#define OUT_uv5 uv5
-out vec2 uv6;
-#define OUT_uv6 uv6
-out vec2 uv7;
-#define OUT_uv7 uv7
-
-
-void main()
-{
- OUT_hpos = IN_pos;
-
- vec2 IN_uv = viewportCoordToRenderTarget( _IN_uv, rtParams0 );
-
- //vec4 step = vec4( 3.5, 2.5, 1.5, 0.5 );
- //vec4 step = vec4( 4.0, 3.0, 2.0, 1.0 );
- vec4 step = vec4( 9.0, 5.0, 2.5, 0.5 );
-
- // I don't know why this offset is necessary, but it is.
- //IN_uv = IN_uv * oneOverTargetSize;
-
- OUT_uv0.xy = IN_uv + ( ( BLUR_DIR * step.x ) / texSize0 );
- OUT_uv1 = IN_uv + ( ( BLUR_DIR * step.y ) / texSize0 );
- OUT_uv2 = IN_uv + ( ( BLUR_DIR * step.z ) / texSize0 );
- OUT_uv3 = IN_uv + ( ( BLUR_DIR * step.w ) / texSize0 );
-
- OUT_uv4 = IN_uv - ( ( BLUR_DIR * step.x ) / texSize0 );
- OUT_uv5 = IN_uv - ( ( BLUR_DIR * step.y ) / texSize0 );
- OUT_uv6 = IN_uv - ( ( BLUR_DIR * step.z ) / texSize0 );
- OUT_uv7 = IN_uv - ( ( BLUR_DIR * step.w ) / texSize0 );
-
- OUT_uv0.zw = IN_uv;
-
- /*
- OUT_uv0 = viewportCoordToRenderTarget( OUT_uv0, rtParams0 );
- OUT_uv1 = viewportCoordToRenderTarget( OUT_uv1, rtParams0 );
- OUT_uv2 = viewportCoordToRenderTarget( OUT_uv2, rtParams0 );
- OUT_uv3 = viewportCoordToRenderTarget( OUT_uv3, rtParams0 );
-
- OUT_uv4 = viewportCoordToRenderTarget( OUT_uv4, rtParams0 );
- OUT_uv5 = viewportCoordToRenderTarget( OUT_uv5, rtParams0 );
- OUT_uv6 = viewportCoordToRenderTarget( OUT_uv6, rtParams0 );
- OUT_uv7 = viewportCoordToRenderTarget( OUT_uv7, rtParams0 );
- */
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_P.glsl
deleted file mode 100644
index cfff88381..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_P.glsl
+++ /dev/null
@@ -1,278 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/postFX.glsl"
-
-#define DOSMALL
-#define DOLARGE
-
-uniform sampler2D deferredMap ;
-uniform sampler2D randNormalTex ;
-uniform sampler1D powTable ;
-
-uniform vec2 nearFar;
-uniform vec2 worldToScreenScale;
-uniform vec2 texSize0;
-uniform vec2 texSize1;
-uniform vec2 targetSize;
-
-// Script-set constants.
-
-uniform float overallStrength;
-
-uniform float sRadius;
-uniform float sStrength;
-uniform float sDepthMin;
-uniform float sDepthMax;
-uniform float sDepthPow;
-uniform float sNormalTol;
-uniform float sNormalPow;
-
-uniform float lRadius;
-uniform float lStrength;
-uniform float lDepthMin;
-uniform float lDepthMax;
-uniform float lDepthPow;
-uniform float lNormalTol;
-uniform float lNormalPow;
-
-out vec4 OUT_col;
-
-
-#ifndef QUALITY
- #define QUALITY 2
-#endif
-
-
-#if QUALITY == 0
- #define sSampleCount 4
- #define totalSampleCount 12
-#elif QUALITY == 1
- #define sSampleCount 6
- #define totalSampleCount 24
-#elif QUALITY == 2
- #define sSampleCount 8
- #define totalSampleCount 32
-#endif
-
-
-float getOcclusion( float depthDiff, float depthMin, float depthMax, float depthPow,
- float normalDiff, float dt, float normalTol, float normalPow )
-{
- if ( depthDiff < 0.0 )
- return 0.0;
-
- float delta = abs( depthDiff );
-
- if ( delta < depthMin || delta > depthMax )
- return 0.0;
-
- delta = saturate( delta / depthMax );
-
- if ( dt > 0.0 )
- normalDiff *= dt;
- else
- normalDiff = 1.0;
-
-
- normalDiff *= 1.0 - ( dt * 0.5 + 0.5 );
-
- return ( 1.0 - texture( powTable, delta ).r ) * normalDiff;
-}
-
-
-void main()
-{
- const vec3 ptSphere[32] = vec3[]
- (
- vec3( 0.295184, 0.077723, 0.068429 ),
- vec3( -0.271976, -0.365221, -0.838363 ),
- vec3( 0.547713, 0.467576, 0.488515 ),
- vec3( 0.662808, -0.031733, -0.584758 ),
- vec3( -0.025717, 0.218955, -0.657094 ),
- vec3( -0.310153, -0.365223, -0.370701 ),
- vec3( -0.101407, -0.006313, -0.747665 ),
- vec3( -0.769138, 0.360399, -0.086847 ),
- vec3( -0.271988, -0.275140, -0.905353 ),
- vec3( 0.096740, -0.566901, 0.700151 ),
- vec3( 0.562872, -0.735136, -0.094647 ),
- vec3( 0.379877, 0.359278, 0.190061 ),
- vec3( 0.519064, -0.023055, 0.405068 ),
- vec3( -0.301036, 0.114696, -0.088885 ),
- vec3( -0.282922, 0.598305, 0.487214 ),
- vec3( -0.181859, 0.251670, -0.679702 ),
- vec3( -0.191463, -0.635818, -0.512919 ),
- vec3( -0.293655, 0.427423, 0.078921 ),
- vec3( -0.267983, 0.680534, -0.132880 ),
- vec3( 0.139611, 0.319637, 0.477439 ),
- vec3( -0.352086, 0.311040, 0.653913 ),
- vec3( 0.321032, 0.805279, 0.487345 ),
- vec3( 0.073516, 0.820734, -0.414183 ),
- vec3( -0.155324, 0.589983, -0.411460 ),
- vec3( 0.335976, 0.170782, -0.527627 ),
- vec3( 0.463460, -0.355658, -0.167689 ),
- vec3( 0.222654, 0.596550, -0.769406 ),
- vec3( 0.922138, -0.042070, 0.147555 ),
- vec3( -0.727050, -0.329192, 0.369826 ),
- vec3( -0.090731, 0.533820, 0.463767 ),
- vec3( -0.323457, -0.876559, -0.238524 ),
- vec3( -0.663277, -0.372384, -0.342856 )
- );
-
- // Sample a random normal for reflecting the
- // sphere vector later in our loop.
- vec4 noiseMapUV = vec4( ( IN_uv1 * ( targetSize / texSize1 ) ).xy, 0, 0 );
- vec3 reflectNormal = normalize( tex2Dlod( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 );
- //return vec4( reflectNormal, 1 );
-
- vec4 deferred = deferredUncondition( deferredMap, IN_uv0 );
- vec3 normal = deferred.xyz;
- float depth = deferred.a;
- //return vec4( ( depth ).xxx, 1 );
-
- // Early out if too far away.
- if ( depth > 0.99999999 )
- {
- OUT_col = vec4( 0,0,0,0 );
- return;
- }
-
- // current fragment coords in screen space
- vec3 ep = vec3( IN_uv0, depth );
-
- float bl;
- vec3 baseRay, ray, se, occNorm, projRadius;
- float normalDiff = 0;
- float depthMin, depthMax, dt, depthDiff;
- vec4 occluderFragment;
- int i;
- float sOcclusion = 0.0;
- float lOcclusion = 0.0;
-
- //------------------------------------------------------------
- // Small radius
- //------------------------------------------------------------
-
-#ifdef DOSMALL
-
- bl = 0.0;
-
- projRadius.xy = ( vec2( sRadius ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 );
- projRadius.z = sRadius / nearFar.y;
-
- depthMin = projRadius.z * sDepthMin;
- depthMax = projRadius.z * sDepthMax;
-
- //float maxr = 1;
- //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr );
- //if ( radiusDepth.x < 1.0 / targetSize.x )
- // return color;
- //radiusDepth.xyz = 0.0009;
-
- for ( i = 0; i < sSampleCount; i++ )
- {
- baseRay = reflect( ptSphere[i], reflectNormal );
-
- dt = dot( baseRay.xyz, normal );
-
- baseRay *= sign( dt );
-
- ray = ( projRadius * baseRay.xzy );
- ray.y = -ray.y;
-
- se = ep + ray;
-
- occluderFragment = deferredUncondition( deferredMap, se.xy );
-
- depthDiff = se.z - occluderFragment.a;
-
- dt = dot( occluderFragment.xyz, baseRay.xyz );
- normalDiff = dot( occluderFragment.xyz, normal );
-
- bl += getOcclusion( depthDiff, depthMin, depthMax, sDepthPow, normalDiff, dt, sNormalTol, sNormalPow );
- }
-
- sOcclusion = sStrength * ( bl / float(sSampleCount) );
-
-#endif // DOSMALL
-
-
- //------------------------------------------------------------
- // Large radius
- //------------------------------------------------------------
-
-#ifdef DOLARGE
-
- bl = 0.0;
-
- projRadius.xy = ( vec2( lRadius ) / ( depth * nearFar.y ) ) * ( worldToScreenScale / texSize0 );
- projRadius.z = lRadius / nearFar.y;
-
- depthMin = projRadius.z * lDepthMin;
- depthMax = projRadius.z * lDepthMax;
-
- //projRadius.xy = clamp( projRadius.xy, 0.0, 0.01 );
- //float maxr = 1;
- //radiusDepth = clamp( radiusDepth, 0.0001, maxr.rrr );
- //if ( radiusDepth.x < 1.0 / targetSize.x )
- // return color;
- //radiusDepth.xyz = 0.0009;
-
- for ( i = sSampleCount; i < totalSampleCount; i++ )
- {
- baseRay = reflect( ptSphere[i], reflectNormal );
-
- dt = dot( baseRay.xyz, normal );
-
- baseRay *= sign( dt );
-
- ray = ( projRadius * baseRay.xzy );
- ray.y = -ray.y;
-
- se = ep + ray;
-
- occluderFragment = deferredUncondition( deferredMap, se.xy );
-
- depthDiff = se.z - occluderFragment.a;
-
- normalDiff = dot( occluderFragment.xyz, normal );
- dt = dot( occluderFragment.xyz, baseRay.xyz );
-
- bl += getOcclusion( depthDiff, depthMin, depthMax, lDepthPow, normalDiff, dt, lNormalTol, lNormalPow );
- }
-
- lOcclusion = lStrength * ( bl / float( totalSampleCount - sSampleCount ) );
-
-#endif // DOLARGE
-
- float occlusion = saturate( max( sOcclusion, lOcclusion ) * overallStrength );
-
- // Note black is unoccluded and white is fully occluded. This
- // seems backwards, but it makes it simple to deal with the SSAO
- // being disabled in the lighting shaders.
-
- OUT_col = vec4(occlusion, vec3(0.0));
-}
-
-
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl
deleted file mode 100644
index 4f49479ba..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_P.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-
-in vec2 uv0;
-#define IN_uv0 uv0
-
-out vec4 OUT_col;
-
-void main()
-{
- float power = pow( max( IN_uv0.x, 0 ), 0.1 );
- OUT_col = vec4( power, 0, 0, 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl
deleted file mode 100644
index a193f63ce..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/ssao/gl/SSAO_PowerTable_V.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/torque.glsl"
-#include "../../../gl/hlslCompat.glsl"
-#include "../../gl/postFX.glsl"
-
-void main()
-{
- OUT_hpos = IN_pos;
- OUT_uv0 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams0 );
- OUT_uv1 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams1 );
- OUT_uv2 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams2 );
- OUT_uv3 = IN_uv; //viewportCoordToRenderTarget( IN_uv, rtParams3 );
-
- OUT_wsEyeRay = IN_wsEyeRay;
-
- correctSSP(gl_Position);
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/turbulenceP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/turbulenceP.hlsl
deleted file mode 100644
index c8c572ae7..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/turbulenceP.hlsl
+++ /dev/null
@@ -1,44 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-
-uniform float accumTime;
-uniform float2 projectionOffset;
-uniform float4 targetViewport;
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- float speed = 2.0;
- float distortion = 6.0;
-
- float y = IN.uv0.y + (cos((IN.uv0.y+projectionOffset.y) * distortion + accumTime * speed) * 0.01);
- float x = IN.uv0.x + (sin((IN.uv0.x+projectionOffset.x) * distortion + accumTime * speed) * 0.01);
-
- // Clamp the calculated uv values to be within the target's viewport
- y = clamp(y, targetViewport.y, targetViewport.w);
- x = clamp(x, targetViewport.x, targetViewport.z);
-
- return TORQUE_TEX2D(inputTex, float2(x, y));
-}
diff --git a/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl
deleted file mode 100644
index aab43c45c..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl
+++ /dev/null
@@ -1,138 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "./postFx.hlsl"
-#include "../torque.hlsl"
-#include "../shaderModelAutoGen.hlsl"
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-// oceanFogData
-#define FOG_DENSITY waterFogData[0]
-#define FOG_DENSITY_OFFSET waterFogData[1]
-#define WET_DEPTH waterFogData[2]
-#define WET_DARKENING waterFogData[3]
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(backbuffer, 1);
-TORQUE_UNIFORM_SAMPLER1D(waterDepthGradMap, 2);
-
-uniform float3 eyePosWorld;
-uniform float waterDepthGradMax;
-uniform float3 ambientColor;
-uniform float4 waterColor;
-uniform float4 waterFogData;
-uniform float4 waterFogPlane;
-uniform float2 nearFar;
-uniform float4 rtParams0;
-
-
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{
- //float2 deferredCoord = IN.uv0;
- //IN.uv0 = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
- float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
- //return float4( depth.rrr, 1 );
-
- // Skip fogging the extreme far plane so that
- // the canvas clear color always appears.
- //clip( 0.9 - depth );
-
- // We assume that the eye position is below water because
- // otherwise this shader/posteffect should not be active.
-
- depth *= nearFar.y;
-
- float3 eyeRay = normalize( IN.wsEyeRay );
-
- float3 rayStart = eyePosWorld;
- float3 rayEnd = eyePosWorld + ( eyeRay * depth );
- //return float4( rayEnd, 1 );
-
- float4 plane = waterFogPlane; //float4( 0, 0, 1, -waterHeight );
- //plane.w -= 0.15;
-
- float startSide = dot( plane.xyz, rayStart ) + plane.w;
- if ( startSide > 0 )
- {
- rayStart.z -= ( startSide );
- //return float4( 1, 0, 0, 1 );
- }
-
- float3 hitPos;
- float3 ray = rayEnd - rayStart;
- float rayLen = length( ray );
- float3 rayDir = normalize( ray );
-
- float endSide = dot( plane.xyz, rayEnd ) + plane.w;
- float planeDist;
-
- if ( endSide < -0.005 )
- {
- //return float4( 0, 0, 1, 1 );
- hitPos = rayEnd;
- planeDist = endSide;
- }
- else
- {
- //return float4( 0, 0, 0, 0 );
- float den = dot( ray, plane.xyz );
-
- // Parallal to the plane, return the endPnt.
- //if ( den == 0.0f )
- // return endPnt;
-
- float dist = -( dot( plane.xyz, rayStart ) + plane.w ) / den;
- if ( dist < 0.0 )
- dist = 0.0;
- //return float4( 1, 0, 0, 1 );
- //return float4( ( dist ).rrr, 1 );
-
-
- hitPos = lerp( rayStart, rayEnd, dist );
-
- planeDist = dist;
- }
-
- float delta = length( hitPos - rayStart );
-
- float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * ( delta - FOG_DENSITY_OFFSET ) ) );
- //return float4( fogAmt.rrr, 1 );
-
- // Calculate the water "base" color based on depth.
- float4 fogColor = waterColor * TORQUE_TEX1D( waterDepthGradMap, saturate( delta / waterDepthGradMax ) );
- // Modulate baseColor by the ambientColor.
- fogColor *= float4( ambientColor.rgb, 1 );
-
- float3 inColor = hdrDecode( TORQUE_TEX2D( backbuffer, IN.uv0 ).rgb );
- inColor.rgb *= 1.0 - saturate( abs( planeDist ) / WET_DEPTH ) * WET_DARKENING;
- //return float4( inColor, 1 );
-
- float3 outColor = lerp( inColor, fogColor.rgb, fogAmt );
-
- return float4( hdrEncode( outColor ), 1 );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/vignette/VignetteP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/vignette/VignetteP.hlsl
deleted file mode 100644
index c518a2145..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/vignette/VignetteP.hlsl
+++ /dev/null
@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../postFx.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
-uniform float Vmax;
-uniform float Vmin;
-
-float4 main(PFXVertToPix IN) : TORQUE_TARGET0
-{
- float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
- float dist = distance(IN.uv0, float2(0.5,0.5));
- base.rgb *= smoothstep(Vmax, Vmin, dist);
- return base;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/postFX/vignette/gl/VignetteP.glsl b/Templates/BaseGame/game/core/shaders/postFX/vignette/gl/VignetteP.glsl
deleted file mode 100644
index 35de95c34..000000000
--- a/Templates/BaseGame/game/core/shaders/postFX/vignette/gl/VignetteP.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-uniform sampler2D backBuffer;
-uniform float Vmax;
-uniform float Vmin;
-
-in vec2 uv0;
-#define IN_uv0 uv0
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 base = texture(backBuffer, IN_uv0);
- float dist = distance(IN_uv0, vec2(0.5,0.5));
- base.rgb *= smoothstep(Vmax, Vmin, dist);
- OUT_col = base;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/precipP.hlsl b/Templates/BaseGame/game/core/shaders/precipP.hlsl
deleted file mode 100644
index 069ba4992..000000000
--- a/Templates/BaseGame/game/core/shaders/precipP.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Conn
-{
- float4 position : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 color : COLOR0;
-};
-
-struct Frag
-{
- float4 col : TORQUE_TARGET0;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Frag main( Conn In)
-{
- Frag Out;
-
- Out.col = TORQUE_TEX2D(diffuseMap, In.texCoord) * In.color;
-
- return Out;
-}
diff --git a/Templates/BaseGame/game/core/shaders/precipV.hlsl b/Templates/BaseGame/game/core/shaders/precipV.hlsl
deleted file mode 100644
index 3c40942c7..000000000
--- a/Templates/BaseGame/game/core/shaders/precipV.hlsl
+++ /dev/null
@@ -1,71 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//*****************************************************************************
-// Precipitation vertex shader
-//*****************************************************************************
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Vert
-{
- float3 position : POSITION;
- float2 texCoord : TEXCOORD0;
- float4 color : COLOR0;
-};
-
-struct Conn
-{
- float4 position : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 color : COLOR0;
-};
-
-uniform float4x4 modelview : register(C0);
-uniform float2 fadeStartEnd : register(C4);
-uniform float3 cameraPos : register(C5);
-uniform float3 ambient : register(C6);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Conn main( Vert In )
-{
- Conn Out;
-
- Out.position = mul(modelview, float4(In.position,1.0));
- Out.texCoord = In.texCoord;
- Out.color = float4( ambient.r, ambient.g, ambient.b, 1 );
-
- // Do we need to do a distance fade?
- if ( fadeStartEnd.x < fadeStartEnd.y ) {
-
- float distance = length( cameraPos - In.position );
- Out.color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0, 1 ) - 1 );
- }
-
- return Out;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/projectedShadowP.hlsl b/Templates/BaseGame/game/core/shaders/projectedShadowP.hlsl
deleted file mode 100644
index 88713bd52..000000000
--- a/Templates/BaseGame/game/core/shaders/projectedShadowP.hlsl
+++ /dev/null
@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Conn
-{
- float4 position : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float fade : TEXCOORD1;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-uniform float4 ambient;
-
-float4 main( Conn IN ) : TORQUE_TARGET0
-{
- float shadow = TORQUE_TEX2D( inputTex, IN.texCoord ).a * IN.color.a;
- return ( ambient * shadow ) + ( 1 - shadow );
-}
diff --git a/Templates/BaseGame/game/core/shaders/projectedShadowV.hlsl b/Templates/BaseGame/game/core/shaders/projectedShadowV.hlsl
deleted file mode 100644
index 38b1bd3e2..000000000
--- a/Templates/BaseGame/game/core/shaders/projectedShadowV.hlsl
+++ /dev/null
@@ -1,60 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Vert
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float3 T : TANGENT;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
-};
-
-struct Conn
-{
- float4 position : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float fade : TEXCOORD1;
-};
-
-uniform float4x4 modelview;
-uniform float shadowLength;
-uniform float3 shadowCasterPosition;
-
-Conn main( Vert In )
-{
- Conn Out;
-
- // Decals are in world space.
- Out.position = mul( modelview, float4( In.position, 1.0 ) );
-
- Out.color = In.color;
- Out.texCoord = In.texCoord;
-
- float fromCasterDist = length( In.position - shadowCasterPosition ) - shadowLength;
- Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
-
- return Out;
-}
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderP.hlsl b/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderP.hlsl
deleted file mode 100644
index f4c6c7b04..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderP.hlsl
+++ /dev/null
@@ -1,19 +0,0 @@
-#define IN_HLSL
-#include "../shdrConsts.h"
-#include "../shaderModel.hlsl"
-
-struct v2f
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-float4 main(v2f IN) : TORQUE_TARGET0
-{
- float fade = 1.0 - abs(IN.shiftdata.y - 0.5) * 2.0;
- IN.color.xyz = IN.color.xyz + pow(fade, 4) / 10;
- IN.color.a = IN.color.a * fade;
- return IN.color;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderV.hlsl b/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderV.hlsl
deleted file mode 100644
index 1a6bc85e4..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/basicRibbonShaderV.hlsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define IN_HLSL
-#include "../shdrConsts.h"
-#include "../shaderModel.hlsl"
-
-struct a2v
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-struct v2f
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-uniform float4x4 modelview;
-uniform float3 eyePos;
-
-v2f main(a2v IN)
-{
- v2f OUT;
-
- OUT.hpos = mul(modelview, float4(IN.position, 1.0));
- OUT.color = IN.color;
- OUT.texCoord = IN.texCoord;
- OUT.shiftdata = IN.shiftdata;
-
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderP.glsl b/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderP.glsl
deleted file mode 100644
index f3f83ce30..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderP.glsl
+++ /dev/null
@@ -1,20 +0,0 @@
-#include "../../gl/hlslCompat.glsl"
-
-in float4 _hpos;
-in float2 _texCoord;
-in float2 _shiftdata;
-in float4 _color;
-
-#define IN_hpos _hpos
-#define IN_texCoord _texCoord
-#define IN_shiftdata _shiftdata
-#define IN_color _color
-
-out float4 OUT_col;
-
-void main()
-{
- float fade = 1.0 - abs(IN_shiftdata.y - 0.5) * 2.0;
- OUT_col.xyz = IN_color.xyz + pow(fade, 4) / 10;
- OUT_col.a = IN_color.a * fade;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderV.glsl b/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderV.glsl
deleted file mode 100644
index 9f6826d55..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/gl/basicRibbonShaderV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-#include "../../gl/hlslCompat.glsl"
-
-in float2 vTexCoord0;
-in float2 vTexCoord1;
-in float3 vNormal;
-in float4 vPosition;
-in float4 vColor;
-
-#define IN_texCoord vTexCoord0
-#define IN_shiftdata vTexCoord1
-#define IN_normal vNormal
-#define IN_position vPosition
-#define IN_color vColor
-
-out float4 _hpos;
-out float2 _texCoord;
-out float2 _shiftdata;
-out float4 _color;
-
-#define OUT_hpos _hpos
-#define OUT_texCoord _texCoord
-#define OUT_shiftdata _shiftdata
-#define OUT_color _color
-
-uniform float4x4 modelview;
-uniform float3 eyePos;
-
-void main()
-{
- OUT_hpos = tMul(modelview, IN_position);
- OUT_color = IN_color;
- OUT_texCoord = IN_texCoord;
- OUT_shiftdata = IN_shiftdata;
-
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderP.glsl b/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderP.glsl
deleted file mode 100644
index cd3e72d43..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderP.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-#include "../../gl/hlslCompat.glsl"
-#include "../../gl/torque.glsl"
-
-in float4 _hpos;
-in float2 _texCoord;
-in float2 _shiftdata;
-in float4 _color;
-
-#define IN_hpos _hpos
-#define IN_texCoord _texCoord
-#define IN_shiftdata _shiftdata
-#define IN_color _color
-
-out float4 OUT_col;
-uniform sampler2D ribTex;
-
-void main()
-{
- float4 Tex = tex2D(ribTex,IN_texCoord);
- Tex.a *= IN_color.a;
- OUT_col = hdrEncode(Tex);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderV.glsl b/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderV.glsl
deleted file mode 100644
index 9f6826d55..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/gl/texRibbonShaderV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-#include "../../gl/hlslCompat.glsl"
-
-in float2 vTexCoord0;
-in float2 vTexCoord1;
-in float3 vNormal;
-in float4 vPosition;
-in float4 vColor;
-
-#define IN_texCoord vTexCoord0
-#define IN_shiftdata vTexCoord1
-#define IN_normal vNormal
-#define IN_position vPosition
-#define IN_color vColor
-
-out float4 _hpos;
-out float2 _texCoord;
-out float2 _shiftdata;
-out float4 _color;
-
-#define OUT_hpos _hpos
-#define OUT_texCoord _texCoord
-#define OUT_shiftdata _shiftdata
-#define OUT_color _color
-
-uniform float4x4 modelview;
-uniform float3 eyePos;
-
-void main()
-{
- OUT_hpos = tMul(modelview, IN_position);
- OUT_color = IN_color;
- OUT_texCoord = IN_texCoord;
- OUT_shiftdata = IN_shiftdata;
-
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderP.hlsl b/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderP.hlsl
deleted file mode 100644
index 55bae76fd..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderP.hlsl
+++ /dev/null
@@ -1,21 +0,0 @@
-#define IN_HLSL
-#include "../shdrConsts.h"
-#include "../torque.hlsl"
-
-
-TORQUE_UNIFORM_SAMPLER2D(ribTex, 0);
-
-struct v2f
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-float4 main(v2f IN) : TORQUE_TARGET0
-{
- float4 Tex = TORQUE_TEX2D(ribTex,IN.texCoord);
- Tex.a *= IN.color.a;
- return hdrEncode(Tex);
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderV.hlsl b/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderV.hlsl
deleted file mode 100644
index 2ce4f62fd..000000000
--- a/Templates/BaseGame/game/core/shaders/ribbons/texRibbonShaderV.hlsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define IN_HLSL
-#include "../shdrConsts.h"
-#include "../shaderModel.hlsl"
-
-struct a2v
-{
- float3 position : POSITION;
- float4 color : COLOR0;
- float3 normal : NORMAL;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-struct v2f
-{
- float4 hpos : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float2 shiftdata : TEXCOORD1;
-};
-
-uniform float4x4 modelview;
-uniform float3 eyePos;
-
-v2f main(a2v IN)
-{
- v2f OUT;
-
- OUT.hpos = mul(modelview, float4(IN.position,1.0));
- OUT.color = IN.color;
- OUT.texCoord = IN.texCoord;
- OUT.shiftdata = IN.shiftdata;
-
- return OUT;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/scatterSkyP.hlsl b/Templates/BaseGame/game/core/shaders/scatterSkyP.hlsl
deleted file mode 100644
index 84e0854e0..000000000
--- a/Templates/BaseGame/game/core/shaders/scatterSkyP.hlsl
+++ /dev/null
@@ -1,69 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-#include "torque.hlsl"
-
-struct Conn
-{
- float4 hpos : TORQUE_POSITION;
- float4 rayleighColor : TEXCOORD0;
- float4 mieColor : TEXCOORD1;
- float3 v3Direction : TEXCOORD2;
- float3 pos : TEXCOORD3;
-};
-
-TORQUE_UNIFORM_SAMPLERCUBE(nightSky, 0);
-uniform float4 nightColor;
-uniform float2 nightInterpAndExposure;
-uniform float useCubemap;
-uniform float3 lightDir;
-uniform float3 sunDir;
-
-float4 main( Conn In ) : TORQUE_TARGET0
-{
-
- float fCos = dot( lightDir, In.v3Direction ) / length(In.v3Direction);
- float fCos2 = fCos*fCos;
-
- float g = -0.991;
- float g2 = -0.991 * -0.991;
-
- float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5);
-
- float4 color = In.rayleighColor + fMiePhase * In.mieColor;
- color.a = color.b;
-
- float4 Out;
-
- float4 nightSkyColor = TORQUE_TEXCUBE(nightSky, -In.v3Direction);
- nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap );
-
- float fac = dot( normalize( In.pos ), sunDir );
- fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) );
- Out = lerp( color, nightSkyColor, nightInterpAndExposure.y );
-
- Out.a = 1;
- Out = saturate(Out);
-
- return hdrEncode( Out );
-}
diff --git a/Templates/BaseGame/game/core/shaders/scatterSkyV.hlsl b/Templates/BaseGame/game/core/shaders/scatterSkyV.hlsl
deleted file mode 100644
index 2052448db..000000000
--- a/Templates/BaseGame/game/core/shaders/scatterSkyV.hlsl
+++ /dev/null
@@ -1,157 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-// The scale equation calculated by Vernier's Graphical Analysis
-float vernierScale(float fCos)
-{
- float x = 1.0 - fCos;
- float x5 = x * 5.25;
- float x5p6 = (-6.80 + x5);
- float xnew = (3.83 + x * x5p6);
- float xfinal = (0.459 + x * xnew);
- float xfinal2 = -0.00287 + x * xfinal;
- float outx = exp( xfinal2 );
- return 0.25 * outx;
-}
-
-// This is the shader input vertex structure.
-struct Vert
-{
- // .xyz = point
- float3 position : POSITION;
-};
-
-// This is the shader output data.
-struct Conn
-{
- float4 position : TORQUE_POSITION;
- float4 rayleighColor : TEXCOORD0;
- float4 mieColor : TEXCOORD1;
- float3 v3Direction : TEXCOORD2;
- float3 pos : TEXCOORD3;
-};
-
-float3 desaturate(const float3 color, const float desaturation)
-{
- const float3 gray_conv = float3 (0.30, 0.59, 0.11);
- return lerp(color, dot(gray_conv , color), desaturation);
-}
-
-uniform float4x4 modelView;
-uniform float4 misc;
-uniform float4 sphereRadii;
-uniform float4 scatteringCoeffs;
-uniform float4 colorize;
-uniform float3 camPos;
-uniform float3 lightDir;
-uniform float4 invWaveLength;
-
-Conn main( Vert In )
-{
- // Pull some variables out:
- float camHeight = misc.x;
- float camHeightSqr = misc.y;
-
- float scale = misc.z;
- float scaleOverScaleDepth = misc.w;
-
- float outerRadius = sphereRadii.x;
- float outerRadiusSqr = sphereRadii.y;
-
- float innerRadius = sphereRadii.z;
- float innerRadiusSqr = sphereRadii.w;
-
- float rayleighBrightness = scatteringCoeffs.x; // Kr * ESun
- float rayleigh4PI = scatteringCoeffs.y; // Kr * 4 * PI
-
- float mieBrightness = scatteringCoeffs.z; // Km * ESun
- float mie4PI = scatteringCoeffs.w; // Km * 4 * PI
-
- // Get the ray from the camera to the vertex,
- // and its length (which is the far point of the ray
- // passing through the atmosphere).
- float4 v3Pos = float4(In.position,1.0) / 6378000.0; // outerRadius;
- float3 newCamPos = float3( 0, 0, camHeight );
- v3Pos.z += innerRadius;
- float3 v3Ray = v3Pos.xyz - newCamPos;
- float fFar = length(v3Ray);
- v3Ray /= fFar;
-
- // Calculate the ray's starting position,
- // then calculate its scattering offset.
- float3 v3Start = newCamPos;
- float fHeight = length(v3Start);
- float fDepth = exp(scaleOverScaleDepth * (innerRadius - camHeight));
- float fStartAngle = dot(v3Ray, v3Start) / fHeight;
-
- float fStartOffset = fDepth * vernierScale( fStartAngle );
-
- // Initialize the scattering loop variables.
- float fSampleLength = fFar / 2;
- float fScaledLength = fSampleLength * scale;
- float3 v3SampleRay = v3Ray * fSampleLength;
- float3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
-
- // Now loop through the sample rays
- float3 v3FrontColor = float3(0.0, 0.0, 0.0);
- for(int i=0; i<2; i++)
- {
- float fHeight = length(v3SamplePoint);
- float fDepth = exp(scaleOverScaleDepth * (innerRadius - fHeight));
- float fLightAngle = dot(lightDir, v3SamplePoint) / fHeight;
- float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
-
- float vscale3 = vernierScale( fCameraAngle );
- float vscale2 = vernierScale( fLightAngle );
-
- float fScatter = (fStartOffset + fDepth*(vscale2 - vscale3));
- float3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI));
- v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
- v3SamplePoint += v3SampleRay;
- }
-
- Conn Out;
-
- // Finally, scale the Mie and Rayleigh colors
- // and set up the varying variables for the pixel shader.
- Out.position = mul( modelView, float4(In.position,1.0) );
- Out.mieColor.rgb = v3FrontColor * mieBrightness;
- Out.mieColor.a = 1.0f;
- Out.rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness);
- Out.rayleighColor.a = 1.0f;
- Out.v3Direction = newCamPos - v3Pos.xyz;
- Out.pos = In.position;
-
-#ifdef USE_COLORIZE
-
- Out.rayleighColor.rgb = desaturate(Out.rayleighColor.rgb, 1) * colorize.a;
-
- Out.rayleighColor.r *= colorize.r;
- Out.rayleighColor.g *= colorize.g;
- Out.rayleighColor.b *= colorize.b;
-
-#endif
-
- return Out;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/core/shaders/shaderModel.hlsl b/Templates/BaseGame/game/core/shaders/shaderModel.hlsl
deleted file mode 100644
index 70ce3a02d..000000000
--- a/Templates/BaseGame/game/core/shaders/shaderModel.hlsl
+++ /dev/null
@@ -1,97 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2015 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _TORQUE_SHADERMODEL_
-#define _TORQUE_SHADERMODEL_
-
-// Portability helpers for different shader models
-//Shader model 1.0 - 3.0
-#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
- // Semantics
- #define TORQUE_POSITION POSITION
- #define TORQUE_DEPTH DEPTH
- #define TORQUE_TARGET0 COLOR0
- #define TORQUE_TARGET1 COLOR1
- #define TORQUE_TARGET2 COLOR2
- #define TORQUE_TARGET3 COLOR3
-
- // Sampler uniforms
- #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist)
- // Sampling functions
- #define TORQUE_TEX1D(tex,coords) tex1D(tex,coords)
- #define TORQUE_TEX2D(tex,coords) tex2D(tex,coords)
- #define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later
- #define TORQUE_TEX3D(tex,coords) tex3D(tex,coords)
- #define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords)
-
- //Shader model 3.0 only
- #if TORQUE_SM == 30
- #define TORQUE_VPOS VPOS // This is a float2
- // The mipmap LOD is specified in coord.w
- #define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords)
- #endif
-
- //helper if you want to pass sampler/texture in a function
- //2D
- #define TORQUE_SAMPLER2D(tex) sampler2D tex
- #define TORQUE_SAMPLER2D_MAKEARG(tex) tex
- //Cube
- #define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex
- #define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex
-// Shader model 4.0+
-#elif TORQUE_SM >= 40
- #define TORQUE_POSITION SV_Position
- #define TORQUE_DEPTH SV_Depth
- #define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2
- #define TORQUE_TARGET0 SV_Target0
- #define TORQUE_TARGET1 SV_Target1
- #define TORQUE_TARGET2 SV_Target2
- #define TORQUE_TARGET3 SV_Target3
- // Sampler uniforms
- //1D is emulated to a 2D for now
- #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
- #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
- // Sampling functions
- #define TORQUE_TEX1D(tex,coords) texture_##tex.Sample(tex,coords)
- #define TORQUE_TEX2D(tex,coords) texture_##tex.Sample(tex,coords)
- #define TORQUE_TEX2DPROJ(tex,coords) texture_##tex.Sample(tex,coords.xy / coords.w)
- #define TORQUE_TEX3D(tex,coords) texture_##tex.Sample(tex,coords)
- #define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords)
- // The mipmap LOD is specified in coord.w
- #define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
-
- //helper if you want to pass sampler/texture in a function
- //2D
- #define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex
- #define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex
- //Cube
- #define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
- #define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex
-#endif
-
-#endif // _TORQUE_SHADERMODEL_
-
diff --git a/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl b/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl
deleted file mode 100644
index d70847e46..000000000
--- a/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl
+++ /dev/null
@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2015 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _TORQUE_SHADERMODEL_AUTOGEN_
-#define _TORQUE_SHADERMODEL_AUTOGEN_
-
-#include "shadergen:/autogenConditioners.h"
-
-// Portability helpers for autogenConditioners
-#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
- #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, coords)
-#elif TORQUE_SM >= 40
- #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords)
-#endif
-
-#endif //_TORQUE_SHADERMODEL_AUTOGEN_
diff --git a/Templates/BaseGame/game/core/shaders/shdrConsts.h b/Templates/BaseGame/game/core/shaders/shdrConsts.h
deleted file mode 100644
index 8c262b76a..000000000
--- a/Templates/BaseGame/game/core/shaders/shdrConsts.h
+++ /dev/null
@@ -1,117 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifdef IN_HLSL
-
-#define VC_WORLD_PROJ C0
-
-#define VC_TEX_TRANS1 C4
-#define VC_LIGHT_TRANS C8
-#define VC_OBJ_TRANS C12
-
-#define VC_CUBE_TRANS C16
-#define VC_CUBE_EYE_POS C19 // in cubemap space
-#define VC_EYE_POS C20 // in object space
-#define VC_MAT_SPECPOWER C21
-
-#define VC_FOGDATA C22
-
-#define VC_LIGHT_POS1 C23
-#define VC_LIGHT_DIR1 C24
-#define VC_LIGHT_DIFFUSE1 C25
-#define VC_LIGHT_SPEC1 C26
-
-#define VC_LIGHT_POS2 C27
-//#define VC_LIGHT_DIR2 C28
-//#define VC_LIGHT_DIFFUSE2 C29
-//#define VC_LIGHT_SPEC2 C30
-#define VC_LIGHT_TRANS2 C31
-
-//#define VC_LIGHT_POS4 C35
-//#define VC_LIGHT_DIR4 C36
-//#define VC_LIGHT_DIFFUSE4 C37
-//#define VC_LIGHT_SPEC4 C38
-
-#define VC_DETAIL_SCALE C40
-
-
-#define PC_MAT_SPECCOLOR C0
-#define PC_MAT_SPECPOWER C1
-#define PC_DIFF_COLOR C2
-#define PC_AMBIENT_COLOR C3
-#define PC_ACCUM_TIME C4
-#define PC_DIFF_COLOR2 C5
-#define PC_VISIBILITY C6
-#define PC_COLORMULTIPLY C7
-
-#define PC_USERDEF1 C8
-
-// Mirror of above. Couldn't be cleaner because HLSL doesn't support function macros
-#else
-
-#define VC_WORLD_PROJ 0
-
-#define VC_TEX_TRANS1 4
-#define VC_LIGHT_TRANS 8
-#define VC_OBJ_TRANS 12
-
-#define VC_CUBE_TRANS 16
-#define VC_CUBE_EYE_POS 19 // in cubemap space
-#define VC_EYE_POS 20 // in object space
-#define VC_MAT_SPECPOWER 21
-
-#define VC_FOGDATA 22
-
-#define VC_LIGHT_POS1 23
-#define VC_LIGHT_DIR1 24
-#define VC_LIGHT_DIFFUSE1 25
-#define VC_LIGHT_SPEC1 26
-
-#define VC_LIGHT_POS2 27
-//#define VC_LIGHT_DIR2 28
-//#define VC_LIGHT_DIFFUSE2 29
-//#define VC_LIGHT_SPEC2 30
-#define VC_LIGHT_TRANS2 31
-
-//#define VC_LIGHT_POS4 35
-//#define VC_LIGHT_DIR4 36
-//#define VC_LIGHT_DIFFUSE4 37
-//#define VC_LIGHT_SPEC4 38
-
-#define VC_DETAIL_SCALE 40
-
-
-
-#define PC_MAT_SPECCOLOR 0
-#define PC_MAT_SPECPOWER 1
-#define PC_DIFF_COLOR 2
-#define PC_AMBIENT_COLOR 3
-#define PC_ACCUM_TIME 4
-#define PC_DIFF_COLOR2 5
-#define PC_VISIBILITY 6
-#define PC_COLORMULTIPLY 7
-
-#define PC_USERDEF1 8
-
-#endif
-
-
diff --git a/Templates/BaseGame/game/core/shaders/terrain/blendP.hlsl b/Templates/BaseGame/game/core/shaders/terrain/blendP.hlsl
deleted file mode 100644
index aeef9d6e3..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/blendP.hlsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "terrain.hlsl"
-#include "../shaderModel.hlsl"
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 layerCoord : TEXCOORD0;
- float2 texCoord : TEXCOORD1;
-};
-
-TORQUE_UNIFORM_SAMPLER2D(layerTex, 0);
-TORQUE_UNIFORM_SAMPLER2D(textureMap, 1);
-
-uniform float texId;
-uniform float layerSize;
-
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- float4 layerSample = round( TORQUE_TEX2D( layerTex, IN.layerCoord ) * 255.0f );
-
- float blend = calcBlend( texId, IN.layerCoord, layerSize, layerSample );
-
- clip( blend - 0.0001 );
-
- return float4( TORQUE_TEX2D(textureMap, IN.texCoord).rgb, blend);
-}
diff --git a/Templates/BaseGame/game/core/shaders/terrain/blendV.hlsl b/Templates/BaseGame/game/core/shaders/terrain/blendV.hlsl
deleted file mode 100644
index 9ccd33301..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/blendV.hlsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-/// The vertex shader used in the generation and caching of the
-/// base terrain texture.
-
-#include "../shaderModel.hlsl"
-
-struct VertData
-{
- float3 position : POSITION;
- float2 texCoord : TEXCOORD0;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
- float2 layerCoord : TEXCOORD0;
- float2 texCoord : TEXCOORD1;
-};
-
-uniform float2 texScale;
-
-ConnectData main( VertData IN )
-{
- ConnectData OUT;
-
- OUT.hpos = float4( IN.position, 1 );
- OUT.layerCoord = IN.texCoord;
- OUT.texCoord = IN.texCoord * texScale;
-
- return OUT;
-}
diff --git a/Templates/BaseGame/game/core/shaders/terrain/gl/blendP.glsl b/Templates/BaseGame/game/core/shaders/terrain/gl/blendP.glsl
deleted file mode 100644
index 3189ea01d..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/gl/blendP.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../terrain.glsl"
-#include "../../gl/hlslCompat.glsl"
-
-in vec2 layerCoord;
-#define IN_layerCoord layerCoord
-in vec2 texCoord;
-#define IN_texCoord texCoord
-
-uniform sampler2D layerTex;
-uniform sampler2D textureMap;
-uniform float texId;
-uniform float layerSize;
-
-out vec4 OUT_col;
-
-void main()
-{
- vec4 layerSample = round(texture( layerTex, IN_layerCoord ) * 255.0);
-
- float blend = calcBlend( texId, IN_layerCoord, layerSize, layerSample );
-
- if(blend - 0.0001 < 0.0)
- discard;
-
- OUT_col = vec4( texture( textureMap, IN_texCoord ).rgb, blend );
-}
diff --git a/Templates/BaseGame/game/core/shaders/terrain/gl/blendV.glsl b/Templates/BaseGame/game/core/shaders/terrain/gl/blendV.glsl
deleted file mode 100644
index dc7b7befa..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/gl/blendV.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-/// The vertex shader used in the generation and caching of the
-/// base terrain texture.
-
-in vec4 vPosition;
-in vec2 vTexCoord0;
-
-out vec2 layerCoord;
-out vec2 texCoord;
-
-uniform vec2 texScale;
-
-void main()
-{
- gl_Position = vec4(vPosition.xyz, 1.0);
- layerCoord = vTexCoord0.st;
- texCoord = vTexCoord0.st * texScale;
-
- gl_Position.y *= -1;
-}
diff --git a/Templates/BaseGame/game/core/shaders/terrain/terrain.glsl b/Templates/BaseGame/game/core/shaders/terrain/terrain.glsl
deleted file mode 100644
index 756edd553..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/terrain.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample )
-{
- // This is here to disable the blend if none of
- // the neighbors equal the current id.
- //
- // We depend on the input layer samples being
- // rounded to the correct integer ids.
- //
- vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 );
- float noBlend = float(any( bvec4(1 - diff) ));
-
- // Check if any of the layer samples
- // match the current texture id.
- vec4 factors = vec4(0);
- for(int i = 0; i < 4; i++)
- factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
-
- // This is a custom bilinear filter.
-
- vec2 uv = layerCoord * layerSize;
- vec2 xy = floor( uv );
- vec2 ratio = uv - xy;
- vec2 opposite = 1 - ratio;
-
- float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
- ( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
-
- return noBlend * blend;
-}
diff --git a/Templates/BaseGame/game/core/shaders/terrain/terrain.hlsl b/Templates/BaseGame/game/core/shaders/terrain/terrain.hlsl
deleted file mode 100644
index b7c87e618..000000000
--- a/Templates/BaseGame/game/core/shaders/terrain/terrain.hlsl
+++ /dev/null
@@ -1,55 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSample )
-{
- // This is here to disable the blend if none of
- // the neighbors equal the current id.
- //
- // We depend on the input layer samples being
- // rounded to the correct integer ids.
- //
- float4 diff = saturate( abs( layerSample - texId ) );
- float noBlend = any( 1 - diff );
-
- // Check if any of the layer samples
- // match the current texture id.
- float4 factors = 0;
- [unroll]
- for(int i = 0; i < 4; i++)
- if(layerSample[i] == texId)
- factors[i] = 1;
-
- // This is a custom bilinear filter.
-
- float2 uv = layerCoord * layerSize;
- float2 xy = floor( uv );
- float2 ratio = uv - xy;
- float2 opposite = 1 - ratio;
-
- // NOTE: This will optimize down to two lerp operations.
- float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
- ( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
-
- return noBlend * blend;
-}
diff --git a/Templates/BaseGame/game/core/shaders/torque.hlsl b/Templates/BaseGame/game/core/shaders/torque.hlsl
deleted file mode 100644
index 7081c7153..000000000
--- a/Templates/BaseGame/game/core/shaders/torque.hlsl
+++ /dev/null
@@ -1,342 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _TORQUE_HLSL_
-#define _TORQUE_HLSL_
-
-#include "./shaderModel.hlsl"
-
-static float M_HALFPI_F = 1.57079632679489661923f;
-static float M_PI_F = 3.14159265358979323846f;
-static float M_2PI_F = 6.28318530717958647692f;
-
-
-/// Calculate fog based on a start and end positions in worldSpace.
-float computeSceneFog( float3 startPos,
- float3 endPos,
- float fogDensity,
- float fogDensityOffset,
- float fogHeightFalloff )
-{
- float f = length( startPos - endPos ) - fogDensityOffset;
- float h = 1.0 - ( endPos.z * fogHeightFalloff );
- return exp( -fogDensity * f * h );
-}
-
-
-/// Calculate fog based on a start and end position and a height.
-/// Positions do not need to be in worldSpace but height does.
-float computeSceneFog( float3 startPos,
- float3 endPos,
- float height,
- float fogDensity,
- float fogDensityOffset,
- float fogHeightFalloff )
-{
- float f = length( startPos - endPos ) - fogDensityOffset;
- float h = 1.0 - ( height * fogHeightFalloff );
- return exp( -fogDensity * f * h );
-}
-
-
-/// Calculate fog based on a distance, height is not used.
-float computeSceneFog( float dist, float fogDensity, float fogDensityOffset )
-{
- float f = dist - fogDensityOffset;
- return exp( -fogDensity * f );
-}
-
-
-/// Convert a float4 uv in viewport space to render target space.
-float2 viewportCoordToRenderTarget( float4 inCoord, float4 rtParams )
-{
- float2 outCoord = inCoord.xy / inCoord.w;
- outCoord = ( outCoord * rtParams.zw ) + rtParams.xy;
- return outCoord;
-}
-
-
-/// Convert a float2 uv in viewport space to render target space.
-float2 viewportCoordToRenderTarget( float2 inCoord, float4 rtParams )
-{
- float2 outCoord = ( inCoord * rtParams.zw ) + rtParams.xy;
- return outCoord;
-}
-
-
-/// Convert a float4 quaternion into a 3x3 matrix.
-float3x3 quatToMat( float4 quat )
-{
- float xs = quat.x * 2.0f;
- float ys = quat.y * 2.0f;
- float zs = quat.z * 2.0f;
-
- float wx = quat.w * xs;
- float wy = quat.w * ys;
- float wz = quat.w * zs;
-
- float xx = quat.x * xs;
- float xy = quat.x * ys;
- float xz = quat.x * zs;
-
- float yy = quat.y * ys;
- float yz = quat.y * zs;
- float zz = quat.z * zs;
-
- float3x3 mat;
-
- mat[0][0] = 1.0f - (yy + zz);
- mat[0][1] = xy - wz;
- mat[0][2] = xz + wy;
-
- mat[1][0] = xy + wz;
- mat[1][1] = 1.0f - (xx + zz);
- mat[1][2] = yz - wx;
-
- mat[2][0] = xz - wy;
- mat[2][1] = yz + wx;
- mat[2][2] = 1.0f - (xx + yy);
-
- return mat;
-}
-
-
-/// The number of additional substeps we take when refining
-/// the results of the offset parallax mapping function below.
-///
-/// You should turn down the number of steps if your needing
-/// more performance out of your parallax surfaces. Increasing
-/// the number doesn't yeild much better results and is rarely
-/// worth the additional cost.
-///
-#define PARALLAX_REFINE_STEPS 3
-
-/// Performs fast parallax offset mapping using
-/// multiple refinement steps.
-///
-/// @param texMap The texture map whos alpha channel we sample the parallax depth.
-/// @param texCoord The incoming texture coordinate for sampling the parallax depth.
-/// @param negViewTS The negative view vector in tangent space.
-/// @param depthScale The parallax factor used to scale the depth result.
-///
-float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
-{
- float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
- float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
-
- for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
- {
- depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
- offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
- }
-
- return offset;
-}
-
-/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
-float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
-{
- float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
- float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
-
- for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
- {
- depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
- offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
- }
-
- return offset;
-}
-
-
-/// The maximum value for 16bit per component integer HDR encoding.
-static const float HDR_RGB16_MAX = 100.0;
-
-/// The maximum value for 10bit per component integer HDR encoding.
-static const float HDR_RGB10_MAX = 4.0;
-
-/// Encodes an HDR color for storage into a target.
-float3 hdrEncode( float3 sample )
-{
- #if defined( TORQUE_HDR_RGB16 )
-
- return sample / HDR_RGB16_MAX;
-
- #elif defined( TORQUE_HDR_RGB10 )
-
- return sample / HDR_RGB10_MAX;
-
- #else
-
- // No encoding.
- return sample;
-
- #endif
-}
-
-/// Encodes an HDR color for storage into a target.
-float4 hdrEncode( float4 sample )
-{
- return float4( hdrEncode( sample.rgb ), sample.a );
-}
-
-/// Decodes an HDR color from a target.
-float3 hdrDecode( float3 sample )
-{
- #if defined( TORQUE_HDR_RGB16 )
-
- return sample * HDR_RGB16_MAX;
-
- #elif defined( TORQUE_HDR_RGB10 )
-
- return sample * HDR_RGB10_MAX;
-
- #else
-
- // No encoding.
- return sample;
-
- #endif
-}
-
-/// Decodes an HDR color from a target.
-float4 hdrDecode( float4 sample )
-{
- return float4( hdrDecode( sample.rgb ), sample.a );
-}
-
-/// Returns the luminance for an HDR pixel.
-float hdrLuminance( float3 sample )
-{
- // There are quite a few different ways to
- // calculate luminance from an rgb value.
- //
- // If you want to use a different technique
- // then plug it in here.
- //
-
- ////////////////////////////////////////////////////////////////////////////
- //
- // Max component luminance.
- //
- //float lum = max( sample.r, max( sample.g, sample.b ) );
-
- ////////////////////////////////////////////////////////////////////////////
- // The perceptual relative luminance.
- //
- // See http://en.wikipedia.org/wiki/Luminance_(relative)
- //
- const float3 RELATIVE_LUMINANCE = float3( 0.2126, 0.7152, 0.0722 );
- float lum = dot( sample, RELATIVE_LUMINANCE );
-
- ////////////////////////////////////////////////////////////////////////////
- //
- // The average component luminance.
- //
- //const float3 AVERAGE_LUMINANCE = float3( 0.3333, 0.3333, 0.3333 );
- //float lum = dot( sample, AVERAGE_LUMINANCE );
-
- return lum;
-}
-
-/// Called from the visibility feature to do screen
-/// door transparency for fading of objects.
-void fizzle(float2 vpos, float visibility)
-{
- // NOTE: The magic values below are what give us
- // the nice even pattern during the fizzle.
- //
- // These values can be changed to get different
- // patterns... some better than others.
- //
- // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 }
- // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 }
- //
- // I'm sure there are many more patterns here to
- // discover for different effects.
-
- float2x2 m = { vpos.x, 0.916, vpos.y, 0.350 };
- clip( visibility - frac( determinant( m ) ) );
-}
-
-// Deferred Shading: Material Info Flag Check
-bool getFlag(float flags, int num)
-{
- int process = round(flags * 255);
- int squareNum = pow(2, num);
- return (fmod(process, pow(2, squareNum)) >= squareNum);
-}
-
-// #define TORQUE_STOCK_GAMMA
-#ifdef TORQUE_STOCK_GAMMA
-// Sample in linear space. Decodes gamma.
-float4 toLinear(float4 tex)
-{
- return tex;
-}
-// Encodes gamma.
-float4 toGamma(float4 tex)
-{
- return tex;
-}
-float3 toLinear(float3 tex)
-{
- return tex;
-}
-// Encodes gamma.
-float3 toGamma(float3 tex)
-{
- return tex;
-}
-float3 toLinear(float3 tex)
-{
- return tex;
-}
-// Encodes gamma.
-float3 toLinear(float3 tex)
-{
- return tex;
-}
-#else
-// Sample in linear space. Decodes gamma.
-float4 toLinear(float4 tex)
-{
- return float4(pow(abs(tex.rgb), 2.2), tex.a);
-}
-// Encodes gamma.
-float4 toGamma(float4 tex)
-{
- return float4(pow(abs(tex.rgb), 1.0/2.2), tex.a);
-}
-// Sample in linear space. Decodes gamma.
-float3 toLinear(float3 tex)
-{
- return pow(abs(tex.rgb), 2.2);
-}
-// Encodes gamma.
-float3 toGamma(float3 tex)
-{
- return pow(abs(tex.rgb), 1.0/2.2);
-}
-#endif //
-
-#endif // _TORQUE_HLSL_
diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl
deleted file mode 100644
index 91bdb4137..000000000
--- a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl
+++ /dev/null
@@ -1,216 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/torque.glsl"
-#include "../../gl/hlslCompat.glsl"
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-// miscParams
-#define FRESNEL_BIAS miscParams[0]
-#define FRESNEL_POWER miscParams[1]
-#define CLARITY miscParams[2]
-#define ISRIVER miscParams[3]
-
-// reflectParams
-#define REFLECT_PLANE_Z reflectParams[0]
-#define REFLECT_MIN_DIST reflectParams[1]
-#define REFLECT_MAX_DIST reflectParams[2]
-#define NO_REFLECT reflectParams[3]
-
-// distortionParams
-#define DISTORT_START_DIST distortionParams[0]
-#define DISTORT_END_DIST distortionParams[1]
-#define DISTORT_FULL_DEPTH distortionParams[2]
-
-// ConnectData.misc
-#define LIGHT_VEC IN_misc.xyz
-#define WORLD_Z IN_objPos.w
-
-// specularParams
-#define SPEC_POWER specularParams[3]
-#define SPEC_COLOR specularParams.xyz
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
-in vec4 rippleTexCoord01;
-#define IN_rippleTexCoord01 rippleTexCoord01
-
-// TexCoord 2 for ripple texture lookup
-in vec2 rippleTexCoord2;
-#define IN_rippleTexCoord2 rippleTexCoord2
-
-// Screenspace vert position BEFORE wave transformation
-in vec4 posPreWave;
-#define IN_posPreWave posPreWave
-
-// Screenspace vert position AFTER wave transformation
-in vec4 posPostWave;
-#define IN_posPostWave posPostWave
-
-// Worldspace unit distance/depth of this vertex/pixel
-in float pixelDist;
-#define IN_pixelDist pixelDist
-
-in vec4 objPos;
-#define IN_objPos objPos
-
-in vec3 misc;
-#define IN_misc misc
-
-//-----------------------------------------------------------------------------
-// approximate Fresnel function
-//-----------------------------------------------------------------------------
-float fresnel(float NdotV, float bias, float power)
-{
- return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
-}
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform sampler2D bumpMap;
-//uniform sampler2D deferredTex;
-uniform sampler2D reflectMap;
-uniform sampler2D refractBuff;
-uniform samplerCube skyMap;
-//uniform sampler2D foamMap;
-uniform vec4 baseColor;
-uniform vec4 miscParams;
-uniform vec4 reflectParams;
-uniform vec3 ambientColor;
-uniform vec3 eyePos;
-uniform vec3 distortionParams;
-uniform vec3 fogData;
-uniform vec4 fogColor;
-uniform vec4 rippleMagnitude;
-uniform vec4 specularParams;
-uniform mat4 modelMat;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- // Modulate baseColor by the ambientColor.
- vec4 waterBaseColor = baseColor * vec4( ambientColor.rgb, 1 );
-
- // Get the bumpNorm...
- vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
- bumpNorm += ( texture( bumpMap, IN_rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
- bumpNorm += ( texture( bumpMap, IN_rippleTexCoord2 ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
-
- bumpNorm = normalize( bumpNorm );
- bumpNorm = mix( bumpNorm, vec3(0,0,1), 1.0 - rippleMagnitude.w );
-
- // We subtract a little from it so that we don't
- // distort where the water surface intersects the
- // camera near plane.
- float distortAmt = saturate( IN_pixelDist / 1.0 ) * 0.8;
-
- vec4 distortPos = IN_posPostWave;
- distortPos.xy += bumpNorm.xy * distortAmt;
-
- #ifdef UNDERWATER
- OUT_col = hdrEncode( textureProj( refractBuff, distortPos ) );
- #else
-
- vec3 eyeVec = IN_objPos.xyz - eyePos;
- eyeVec = tMul( mat3(modelMat), eyeVec );
- vec3 reflectionVec = reflect( eyeVec, bumpNorm );
-
- // Color that replaces the reflection color when we do not
- // have one that is appropriate.
- vec4 fakeColor = vec4(ambientColor,1);
-
- // Use fakeColor for ripple-normals that are angled towards the camera
- eyeVec = -eyeVec;
- eyeVec = normalize( eyeVec );
- float ang = saturate( dot( eyeVec, bumpNorm ) );
- float fakeColorAmt = ang;
-
- // Get reflection map color
- vec4 refMapColor = hdrDecode( textureProj( reflectMap, distortPos ) );
- // If we do not have a reflection texture then we use the cubemap.
- refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );
-
- // Combine reflection color and fakeColor.
- vec4 reflectColor = mix( refMapColor, fakeColor, fakeColorAmt );
- //return refMapColor;
-
- // Get refract color
- vec4 refractColor = hdrDecode( textureProj( refractBuff, distortPos ) );
-
- // calc "diffuse" color by lerping from the water color
- // to refraction image based on the water clarity.
- vec4 diffuseColor = mix( refractColor, waterBaseColor, 1.0f - CLARITY );
-
- // fresnel calculation
- float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
- //return vec4( fresnelTerm.rrr, 1 );
-
- // Also scale the frensel by our distance to the
- // water surface. This removes the hard reflection
- // when really close to the water surface.
- fresnelTerm *= saturate( IN_pixelDist - 0.1 );
-
- // Combine the diffuse color and reflection image via the
- // fresnel term and set out output color.
- vec4 OUT = mix( diffuseColor, reflectColor, fresnelTerm );
-
- #ifdef WATER_SPEC
-
- // Get some specular reflection.
- vec3 newbump = bumpNorm;
- newbump.xy *= 3.5;
- newbump = normalize( bumpNorm );
- half3 halfAng = normalize( eyeVec + -LIGHT_VEC );
- float specular = saturate( dot( newbump, halfAng ) );
- specular = pow( specular, SPEC_POWER );
-
- OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx );
-
- #else // Disable fogging if spec is on because otherwise we run out of instructions.
-
- // Fog it.
- float factor = computeSceneFog( eyePos,
- IN_objPos.xyz,
- WORLD_Z,
- fogData.x,
- fogData.y,
- fogData.z );
-
- //OUT.rgb = mix( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
-
- #endif
-
- OUT_col = hdrEncode( OUT );
-
-#endif
-}
diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicV.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterBasicV.glsl
deleted file mode 100644
index e92c948e9..000000000
--- a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicV.glsl
+++ /dev/null
@@ -1,243 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
-out vec4 rippleTexCoord01;
-#define OUT_rippleTexCoord01 rippleTexCoord01
-
-// TexCoord 2 for ripple texture lookup
-out vec2 rippleTexCoord2;
-#define OUT_rippleTexCoord2 rippleTexCoord2
-
-// Screenspace vert position BEFORE wave transformation
-out vec4 posPreWave;
-#define OUT_posPreWave posPreWave
-
-// Screenspace vert position AFTER wave transformation
-out vec4 posPostWave;
-#define OUT_posPostWave posPostWave
-
-// Worldspace unit distance/depth of this vertex/pixel
-out float pixelDist;
-#define OUT_pixelDist pixelDist
-
-out vec4 objPos;
-#define OUT_objPos objPos
-
-out vec3 misc;
-#define OUT_misc misc
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform mat4 modelMat;
-uniform mat4 modelview;
-uniform vec4 rippleMat[3];
-uniform vec3 eyePos;
-uniform vec2 waveDir[3];
-uniform vec2 waveData[3];
-uniform vec2 rippleDir[3];
-uniform vec2 rippleTexScale[3];
-uniform vec3 rippleSpeed;
-uniform vec3 inLightVec;
-uniform vec3 reflectNormal;
-uniform float gridElementSize;
-uniform float elapsedTime;
-uniform float undulateMaxDist;
-
-in vec4 vPosition;
-in vec3 vNormal;
-in vec2 vTexCoord0;
-in vec4 vTexCoord1;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec4 IN_position = vPosition;
- vec3 IN_normal = vNormal;
- vec2 IN_undulateData = vTexCoord0;
- vec4 IN_horizonFactor = vTexCoord1;
- vec4 OUT_hpos = vec4(0);
-
- // use projection matrix for reflection / refraction texture coords
- mat4 texGen = mat4FromRow( 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 );
-
- // Move the vertex based on the horizonFactor if specified to do so for this vert.
- // if ( IN_horizonFactor.z > 0 )
- // {
- // vec2 offsetXY = eyePos.xy - eyePos.xy % gridElementSize;
- // IN_position.xy += offsetXY;
- // IN_undulateData += offsetXY;
- // }
-
- vec4 worldPos = tMul( modelMat, IN_position );
-
- IN_position.z = mix( IN_position.z, eyePos.z, IN_horizonFactor.x );
-
- //OUT_objPos = worldPos;
- OUT_objPos.xyz = IN_position.xyz;
- OUT_objPos.w = worldPos.z;
-
- // Send pre-undulation screenspace position
- OUT_posPreWave = tMul( modelview, IN_position );
- OUT_posPreWave = tMul( texGen, OUT_posPreWave );
-
- // Calculate the undulation amount for this vertex.
- vec2 undulatePos = tMul( modelMat, vec4( IN_undulateData.xy, 0, 1 ) ).xy;
- //if ( undulatePos.x < 0 )
- // undulatePos = IN_position.xy;
-
- float undulateAmt = 0.0;
-
- undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x +
- undulatePos.x * waveDir[0].x +
- undulatePos.y * waveDir[0].y );
- undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x +
- undulatePos.x * waveDir[1].x +
- undulatePos.y * waveDir[1].y );
- undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x +
- undulatePos.x * waveDir[2].x +
- undulatePos.y * waveDir[2].y );
-
- float undulateFade = 1;
-
- // Scale down wave magnitude amount based on distance from the camera.
- float dist = distance( IN_position.xyz, eyePos );
- dist = clamp( dist, 1.0, undulateMaxDist );
- undulateFade *= ( 1 - dist / undulateMaxDist );
-
- // Also scale down wave magnitude if the camera is very very close.
- undulateFade *= saturate( ( distance( IN_position.xyz, eyePos ) - 0.5 ) / 10.0 );
-
- undulateAmt *= undulateFade;
-
- //#endif
- //undulateAmt = 0;
-
- // Apply wave undulation to the vertex.
- OUT_posPostWave = IN_position;
- OUT_posPostWave.xyz += IN_normal.xyz * undulateAmt;
-
- // Save worldSpace position of this pixel/vert
- //OUT_worldPos = OUT_posPostWave.xyz;
- //OUT_worldPos = tMul( modelMat, OUT_posPostWave.xyz );
- //OUT_worldPos.z += objTrans[2][2]; //91.16;
-
- // OUT_misc.w = tMul( modelMat, OUT_fogPos ).z;
- // if ( IN_horizonFactor.x > 0 )
- // {
- // vec3 awayVec = normalize( OUT_fogPos.xyz - eyePos );
- // OUT_fogPos.xy += awayVec.xy * 1000.0;
- // }
-
- // Convert to screen
- OUT_posPostWave = tMul( modelview, OUT_posPostWave ); // tMul( modelview, vec4( OUT_posPostWave.xyz, 1 ) );
-
- // Setup the OUT position symantic variable
- OUT_hpos = OUT_posPostWave; // tMul( modelview, vec4( IN_position.xyz, 1 ) ); //vec4( OUT_posPostWave.xyz, 1 );
- //OUT_hpos.z = mix( OUT_hpos.z, OUT_hpos.w, IN_horizonFactor.x );
-
- // Save world space camera dist/depth of the outgoing pixel
- OUT_pixelDist = OUT_hpos.z;
-
- // Convert to reflection texture space
- OUT_posPostWave = tMul( texGen, OUT_posPostWave );
-
- vec2 txPos = undulatePos;
- if ( bool(IN_horizonFactor.x) )
- txPos = normalize( txPos ) * 50000.0;
-
- // set up tex coordinates for the 3 interacting normal maps
- OUT_rippleTexCoord01.xy = txPos * rippleTexScale[0];
- OUT_rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x;
-
- mat2 texMat;
- texMat[0][0] = rippleMat[0].x;
- texMat[1][0] = rippleMat[0].y;
- texMat[0][1] = rippleMat[0].z;
- texMat[1][1] = rippleMat[0].w;
- OUT_rippleTexCoord01.xy = tMul( texMat, OUT_rippleTexCoord01.xy );
-
- OUT_rippleTexCoord01.zw = txPos * rippleTexScale[1];
- OUT_rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y;
-
- texMat[0][0] = rippleMat[1].x;
- texMat[1][0] = rippleMat[1].y;
- texMat[0][1] = rippleMat[1].z;
- texMat[1][1] = rippleMat[1].w;
- OUT_rippleTexCoord01.zw = tMul( texMat, OUT_rippleTexCoord01.zw );
-
- OUT_rippleTexCoord2.xy = txPos * rippleTexScale[2];
- OUT_rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z;
-
- texMat[0][0] = rippleMat[2].x;
- texMat[1][0] = rippleMat[2].y;
- texMat[0][1] = rippleMat[2].z;
- texMat[1][1] = rippleMat[2].w;
- OUT_rippleTexCoord2.xy = tMul( texMat, OUT_rippleTexCoord2.xy );
-
-#ifdef WATER_SPEC
-
- vec3 binormal = vec3( 1, 0, 0 );
- vec3 tangent = vec3( 0, 1, 0 );
- vec3 normal;
- for ( int i = 0; i < 3; i++ )
- {
- binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * IN_undulateData.x + waveDir[i].y * IN_undulateData.y + elapsedTime * waveData[i].x );
- tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * IN_undulateData.x + waveDir[i].y * IN_undulateData.y + elapsedTime * waveData[i].x );
- }
-
- binormal = normalize( binormal );
- tangent = normalize( tangent );
- normal = cross( binormal, tangent );
-
- mat3 worldToTangent;
- worldToTangent[0] = binormal;
- worldToTangent[1] = tangent;
- worldToTangent[2] = normal;
-
- worldToTangent = transpose(worldToTangent);
-
- OUT_misc.xyz = tMul( inLightVec, modelMat );
- OUT_misc.xyz = tMul( worldToTangent, OUT_misc.xyz );
-
-#else
-
- OUT_misc.xyz = inLightVec;
-
-#endif
-
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl
deleted file mode 100644
index d4804245a..000000000
--- a/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl
+++ /dev/null
@@ -1,396 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-#include "../../gl/torque.glsl"
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-#define PIXEL_DIST IN_rippleTexCoord2.z
-// miscParams
-#define FRESNEL_BIAS miscParams[0]
-#define FRESNEL_POWER miscParams[1]
-// miscParams[2] is unused
-#define ISRIVER miscParams[3]
-
-// reflectParams
-#define REFLECT_PLANE_Z reflectParams[0]
-#define REFLECT_MIN_DIST reflectParams[1]
-#define REFLECT_MAX_DIST reflectParams[2]
-#define NO_REFLECT reflectParams[3]
-
-// fogParams
-#define FOG_DENSITY fogParams[0]
-#define FOG_DENSITY_OFFSET fogParams[1]
-
-// wetnessParams
-#define WET_DEPTH wetnessParams[0]
-#define WET_COLOR_FACTOR wetnessParams[1]
-
-// distortionParams
-#define DISTORT_START_DIST distortionParams[0]
-#define DISTORT_END_DIST distortionParams[1]
-#define DISTORT_FULL_DEPTH distortionParams[2]
-
-// foamParams
-#define FOAM_OPACITY foamParams[0]
-#define FOAM_MAX_DEPTH foamParams[1]
-#define FOAM_AMBIENT_LERP foamParams[2]
-#define FOAM_RIPPLE_INFLUENCE foamParams[3]
-
-// specularParams
-#define SPEC_POWER specularParams[3]
-#define SPEC_COLOR specularParams.xyz
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-//ConnectData IN
-
-in vec4 hpos;
-
-// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
-in vec4 rippleTexCoord01;
-
-// xy is TexCoord 2 for ripple texture lookup
-// z is the Worldspace unit distance/depth of this vertex/pixel
-// w is amount of the crestFoam ( more at crest of waves ).
-in vec4 rippleTexCoord2;
-
-// Screenspace vert position BEFORE wave transformation
-in vec4 posPreWave;
-
-// Screenspace vert position AFTER wave transformation
-in vec4 posPostWave;
-
-// Objectspace vert position BEFORE wave transformation
-// w coord is world space z position.
-in vec4 objPos;
-
-in vec4 foamTexCoords;
-
-in mat3 tangentMat;
-
-
-#define IN_hpos hpos
-#define IN_rippleTexCoord01 rippleTexCoord01
-#define IN_rippleTexCoord2 rippleTexCoord2
-#define IN_posPreWave posPreWave
-#define IN_posPostWave posPostWave
-#define IN_objPos objPos
-#define IN_foamTexCoords foamTexCoords
-#define IN_tangentMat tangentMat
-
-//-----------------------------------------------------------------------------
-// approximate Fresnel function
-//-----------------------------------------------------------------------------
-float fresnel(float NdotV, float bias, float power)
-{
- return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
-}
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform sampler2D bumpMap;
-uniform sampler2D deferredTex;
-uniform sampler2D reflectMap;
-uniform sampler2D refractBuff;
-uniform samplerCube skyMap;
-uniform sampler2D foamMap;
-uniform sampler1D depthGradMap;
-uniform vec4 specularParams;
-uniform vec4 baseColor;
-uniform vec4 miscParams;
-uniform vec2 fogParams;
-uniform vec4 reflectParams;
-uniform vec3 reflectNormal;
-uniform vec2 wetnessParams;
-uniform float farPlaneDist;
-uniform vec3 distortionParams;
-uniform vec4 foamParams;
-uniform vec3 ambientColor;
-uniform vec3 eyePos; // This is in object space!
-uniform vec3 fogData;
-uniform vec4 fogColor;
-uniform vec4 rippleMagnitude;
-uniform vec4 rtParams1;
-uniform float depthGradMax;
-uniform vec3 inLightVec;
-uniform mat4 modelMat;
-uniform vec4 sunColor;
-uniform float sunBrightness;
-uniform float reflectivity;
-
-out vec4 OUT_col;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- // Get the bumpNorm...
- vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
- bumpNorm += ( texture( bumpMap, IN_rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
- bumpNorm += ( texture( bumpMap, IN_rippleTexCoord2.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
-
- bumpNorm = normalize( bumpNorm );
- bumpNorm = mix( bumpNorm, vec3(0,0,1), 1.0 - rippleMagnitude.w );
- bumpNorm = tMul( bumpNorm, IN_tangentMat );
-
- // Get depth of the water surface (this pixel).
- // Convert from WorldSpace to EyeSpace.
- float pixelDepth = PIXEL_DIST / farPlaneDist;
-
- vec2 deferredCoord = viewportCoordToRenderTarget( IN_posPostWave, rtParams1 );
-
- float startDepth = deferredUncondition( deferredTex, deferredCoord ).w;
-
- // The water depth in world units of the undistorted pixel.
- float startDelta = ( startDepth - pixelDepth );
- startDelta = max( startDelta, 0.0 );
- startDelta *= farPlaneDist;
-
- // Calculate the distortion amount for the water surface.
- //
- // We subtract a little from it so that we don't
- // distort where the water surface intersects the
- // camera near plane.
- float distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
-
- // Scale down distortion in shallow water.
- distortAmt *= saturate( startDelta / DISTORT_FULL_DEPTH );
-
- // Do the intial distortion... we might remove it below.
- vec2 distortDelta = bumpNorm.xy * distortAmt;
- vec4 distortPos = IN_posPostWave;
- distortPos.xy += distortDelta;
-
- deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- // Get deferred depth at the position of this distorted pixel.
- float deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w;
- if ( deferredDepth > 0.99 )
- deferredDepth = 5.0;
-
- float delta = ( deferredDepth - pixelDepth ) * farPlaneDist;
-
- if ( delta < 0.0 )
- {
- // If we got a negative delta then the distorted
- // sample is above the water surface. Mask it out
- // by removing the distortion.
- distortPos = IN_posPostWave;
- delta = startDelta;
- distortAmt = 0;
- }
- else
- {
- float diff = ( deferredDepth - startDepth ) * farPlaneDist;
-
- if ( diff < 0 )
- {
- distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
- distortAmt *= saturate( delta / DISTORT_FULL_DEPTH );
-
- distortDelta = bumpNorm.xy * distortAmt;
-
- distortPos = IN_posPostWave;
- distortPos.xy += distortDelta;
-
- deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- // Get deferred depth at the position of this distorted pixel.
- deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w;
- if ( deferredDepth > 0.99 )
- deferredDepth = 5.0;
- delta = ( deferredDepth - pixelDepth ) * farPlaneDist;
- }
-
- if ( delta < 0.1 )
- {
- // If we got a negative delta then the distorted
- // sample is above the water surface. Mask it out
- // by removing the distortion.
- distortPos = IN_posPostWave;
- delta = startDelta;
- distortAmt = 0;
- }
- }
-
- vec4 temp = IN_posPreWave;
- temp.xy += bumpNorm.xy * distortAmt;
- vec2 reflectCoord = viewportCoordToRenderTarget( temp, rtParams1 );
-
- vec2 refractCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- vec4 fakeColor = vec4(ambientColor,1);
- vec3 eyeVec = IN_objPos.xyz - eyePos;
- eyeVec = tMul( mat3(modelMat), eyeVec );
- eyeVec = tMul( IN_tangentMat, eyeVec );
- vec3 reflectionVec = reflect( eyeVec, bumpNorm );
-
- // Use fakeColor for ripple-normals that are angled towards the camera
- eyeVec = -eyeVec;
- eyeVec = normalize( eyeVec );
- float ang = saturate( dot( eyeVec, bumpNorm ) );
- float fakeColorAmt = ang;
-
- // for verts far from the reflect plane z position
- float rplaneDist = abs( REFLECT_PLANE_Z - IN_objPos.w );
- rplaneDist = saturate( ( rplaneDist - 1.0 ) / 2.0 );
- rplaneDist *= ISRIVER;
- fakeColorAmt = max( fakeColorAmt, rplaneDist );
-
-#ifndef UNDERWATER
-
- // Get foam color and amount
- vec2 foamRippleOffset = bumpNorm.xy * FOAM_RIPPLE_INFLUENCE;
- vec4 IN_foamTexCoords = IN_foamTexCoords;
- IN_foamTexCoords.xy += foamRippleOffset;
- IN_foamTexCoords.zw += foamRippleOffset;
-
- vec4 foamColor = texture( foamMap, IN_foamTexCoords.xy );
- foamColor += texture( foamMap, IN_foamTexCoords.zw );
- foamColor = saturate( foamColor );
-
- // Modulate foam color by ambient color
- // so we don't have glowing white foam at night.
- foamColor.rgb = mix( foamColor.rgb, ambientColor.rgb, FOAM_AMBIENT_LERP );
-
- float foamDelta = saturate( delta / FOAM_MAX_DEPTH );
- float foamAmt = 1 - pow( foamDelta, 2 );
-
- // Fade out the foam in very very low depth,
- // this improves the shoreline a lot.
- float diff = 0.8 - foamAmt;
- if ( diff < 0.0 )
- foamAmt -= foamAmt * abs( diff ) / 0.2;
-
- foamAmt *= FOAM_OPACITY * foamColor.a;
-
- foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
-
- // Get reflection map color.
- vec4 refMapColor = texture( reflectMap, reflectCoord );
-
- // If we do not have a reflection texture then we use the cubemap.
- refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );
-
- fakeColor = ( texture( skyMap, reflectionVec ) );
- fakeColor.a = 1;
- // Combine reflection color and fakeColor.
- vec4 reflectColor = mix( refMapColor, fakeColor, fakeColorAmt );
-
- // Get refract color
- vec4 refractColor = hdrDecode( texture( refractBuff, refractCoord ) );
-
- // We darken the refraction color a bit to make underwater
- // elements look wet. We fade out this darkening near the
- // surface in order to not have hard water edges.
- // @param WET_DEPTH The depth in world units at which full darkening will be recieved.
- // @param WET_COLOR_FACTOR The refract color is scaled down by this amount when at WET_DEPTH
- refractColor.rgb *= 1.0f - ( saturate( delta / WET_DEPTH ) * WET_COLOR_FACTOR );
-
- // Add Water fog/haze.
- float fogDelta = delta - FOG_DENSITY_OFFSET;
-
- if ( fogDelta < 0.0 )
- fogDelta = 0.0;
- float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * fogDelta ) );
-
- // Calculate the water "base" color based on depth.
- vec4 waterBaseColor = baseColor * texture( depthGradMap, saturate( delta / depthGradMax ) );
-
- // Modulate baseColor by the ambientColor.
- waterBaseColor *= vec4( ambientColor.rgb, 1 );
-
- // calc "diffuse" color by lerping from the water color
- // to refraction image based on the water clarity.
- vec4 diffuseColor = mix( refractColor, waterBaseColor, fogAmt );
-
- // fresnel calculation
- float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
-
- // Scale the frensel strength by fog amount
- // so that parts that are very clear get very little reflection.
- fresnelTerm *= fogAmt;
-
- // Also scale the frensel by our distance to the
- // water surface. This removes the hard reflection
- // when really close to the water surface.
- fresnelTerm *= saturate( PIXEL_DIST - 0.1 );
-
- fresnelTerm *= reflectivity;
-
- // Combine the diffuse color and reflection image via the
- // fresnel term and set out output color.
- vec4 OUT = mix( diffuseColor, reflectColor, fresnelTerm );
-
- vec3 lightVec = inLightVec;
-
- // Get some specular reflection.
- vec3 newbump = bumpNorm;
- newbump.xy *= 3.5;
- newbump = normalize( newbump );
- vec3 halfAng = normalize( eyeVec + -lightVec );
- float specular = saturate( dot( newbump, halfAng ) );
- specular = pow( specular, SPEC_POWER );
-
- // Scale down specularity in very shallow water to improve the transparency of the shoreline.
- specular *= saturate( delta / 2 );
- OUT.rgb = OUT.rgb + ( SPEC_COLOR * vec3(specular) );
-
-#else
-
- vec4 refractColor = hdrDecode( texture( refractBuff, refractCoord ) );
- vec4 OUT = refractColor;
-
-#endif
-
-#ifndef UNDERWATER
-
- OUT.rgb = OUT.rgb + foamColor.rgb;
-
- float factor = computeSceneFog( eyePos,
- IN_objPos.xyz,
- IN_objPos.w,
- fogData.x,
- fogData.y,
- fogData.z );
-
- OUT.rgb = mix( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
-
- //OUT.rgb = fogColor.rgb;
-
-#endif
-
- OUT.a = 1.0;
-
- //return OUT;
-
- OUT_col = hdrEncode( OUT );
-}
diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterV.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterV.glsl
deleted file mode 100644
index 490af63a7..000000000
--- a/Templates/BaseGame/game/core/shaders/water/gl/waterV.glsl
+++ /dev/null
@@ -1,241 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../gl/hlslCompat.glsl"
-#include "shadergen:/autogenConditioners.h"
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct VertData
-{
- vec4 position ;// POSITION;
- vec3 normal ;// NORMAL;
- vec2 undulateData ;// TEXCOORD0;
- vec4 horizonFactor ;// TEXCOORD1;
-};
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-//VertData IN
-in vec4 vPosition;
-in vec3 vNormal;
-in vec2 vTexCoord0;
-in vec4 vTexCoord1;
-
-#define IN_position_ vPosition
-#define IN_normal vNormal
-#define IN_undulateData vTexCoord0
-#define IN_horizonFactor vTexCoord1
-
-//ConnectData OUT
-//
- out vec4 hpos ;
-
-// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
-out vec4 rippleTexCoord01;
-
- // xy is TexCoord 2 for ripple texture lookup
- // z is the Worldspace unit distance/depth of this vertex/pixel
- // w is amount of the crestFoam ( more at crest of waves ).
- out vec4 rippleTexCoord2 ;
-
-// Screenspace vert position BEFORE wave transformation
-out vec4 posPreWave;
-
-// Screenspace vert position AFTER wave transformation
-out vec4 posPostWave;
-
- // Objectspace vert position BEFORE wave transformation
- // w coord is world space z position.
- out vec4 objPos ;
-
- out vec4 foamTexCoords ;
-
- out mat3 tangentMat ;
-//
-
-#define OUT_hpos hpos
-#define OUT_rippleTexCoord01 rippleTexCoord01
-#define OUT_rippleTexCoord2 rippleTexCoord2
-#define OUT_posPreWave posPreWave
-#define OUT_posPostWave posPostWave
-#define OUT_objPos objPos
-#define OUT_foamTexCoords foamTexCoords
-#define OUT_tangentMat tangentMat
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform mat4 modelMat;
-uniform mat4 modelview;
-uniform vec4 rippleMat[3];
-uniform vec3 eyePos;
-uniform vec2 waveDir[3];
-uniform vec2 waveData[3];
-uniform vec2 rippleDir[3];
-uniform vec2 rippleTexScale[3];
-uniform vec3 rippleSpeed;
-uniform vec4 foamDir;
-uniform vec4 foamTexScale;
-uniform vec2 foamSpeed;
-uniform vec3 inLightVec;
-uniform float gridElementSize;
-uniform float elapsedTime;
-uniform float undulateMaxDist;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-void main()
-{
- vec4 IN_position = IN_position_;
-
- // use projection matrix for reflection / refraction texture coords
- mat4 texGen = mat4FromRow( 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 );
-
- IN_position.z = mix( IN_position.z, eyePos.z, IN_horizonFactor.x );
-
- OUT_objPos = IN_position;
- OUT_objPos.w = tMul( modelMat, IN_position ).z;
-
- // Send pre-undulation screenspace position
- OUT_posPreWave = tMul( modelview, IN_position );
- OUT_posPreWave = tMul( texGen, OUT_posPreWave );
-
- // Calculate the undulation amount for this vertex.
- vec2 undulatePos = tMul( modelMat, vec4 ( IN_undulateData.xy, 0, 1 ) ).xy;
- float undulateAmt = 0.0;
-
- undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x +
- undulatePos.x * waveDir[0].x +
- undulatePos.y * waveDir[0].y );
- undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x +
- undulatePos.x * waveDir[1].x +
- undulatePos.y * waveDir[1].y );
- undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x +
- undulatePos.x * waveDir[2].x +
- undulatePos.y * waveDir[2].y );
-
- float undulateFade = 1;
-
- // Scale down wave magnitude amount based on distance from the camera.
- float dist = distance( IN_position.xyz, eyePos );
- dist = clamp( dist, 1.0, undulateMaxDist );
- undulateFade *= ( 1 - dist / undulateMaxDist );
-
- // Also scale down wave magnitude if the camera is very very close.
- undulateFade *= saturate( ( distance( IN_position.xyz, eyePos ) - 0.5 ) / 10.0 );
-
- undulateAmt *= undulateFade;
-
- OUT_rippleTexCoord2.w = undulateAmt / ( waveData[0].y + waveData[1].y + waveData[2].y );
- OUT_rippleTexCoord2.w = saturate( OUT_rippleTexCoord2.w - 0.2 ) / 0.8;
-
- // Apply wave undulation to the vertex.
- OUT_posPostWave = IN_position;
- OUT_posPostWave.xyz += IN_normal.xyz * undulateAmt;
-
- // Convert to screen
- OUT_posPostWave = tMul( modelview, OUT_posPostWave );
-
- // Setup the OUT position symantic variable
- OUT_hpos = OUT_posPostWave;
- //OUT_hpos.z = mix( OUT_hpos.z, OUT_hpos.w, IN_horizonFactor.x );
-
- // if ( IN_horizonFactor.x > 0 )
- // {
- // vec3 awayVec = normalize( OUT_objPos.xyz - eyePos );
- // OUT_objPos.xy += awayVec.xy * 1000.0;
- // }
-
- // Save world space camera dist/depth of the outgoing pixel
- OUT_rippleTexCoord2.z = OUT_hpos.z;
-
- // Convert to reflection texture space
- OUT_posPostWave = tMul( texGen, OUT_posPostWave );
-
- vec2 txPos = undulatePos;
- if ( bool(IN_horizonFactor.x) )
- txPos = normalize( txPos ) * 50000.0;
-
- // set up tex coordinates for the 3 interacting normal maps
- OUT_rippleTexCoord01.xy = txPos * rippleTexScale[0];
- OUT_rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x;
-
- mat2 texMat;
- texMat[0][0] = rippleMat[0].x;
- texMat[1][0] = rippleMat[0].y;
- texMat[0][1] = rippleMat[0].z;
- texMat[1][1] = rippleMat[0].w;
- OUT_rippleTexCoord01.xy = tMul( texMat, OUT_rippleTexCoord01.xy );
-
- OUT_rippleTexCoord01.zw = txPos * rippleTexScale[1];
- OUT_rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y;
-
- texMat[0][0] = rippleMat[1].x;
- texMat[1][0] = rippleMat[1].y;
- texMat[0][1] = rippleMat[1].z;
- texMat[1][1] = rippleMat[1].w;
- OUT_rippleTexCoord01.zw = tMul( texMat, OUT_rippleTexCoord01.zw );
-
- OUT_rippleTexCoord2.xy = txPos * rippleTexScale[2];
- OUT_rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z;
-
- texMat[0][0] = rippleMat[2].x;
- texMat[1][0] = rippleMat[2].y;
- texMat[0][1] = rippleMat[2].z;
- texMat[1][1] = rippleMat[2].w;
- OUT_rippleTexCoord2.xy = tMul( texMat, OUT_rippleTexCoord2.xy );
-
- OUT_foamTexCoords.xy = txPos * foamTexScale.xy + foamDir.xy * foamSpeed.x * elapsedTime;
- OUT_foamTexCoords.zw = txPos * foamTexScale.zw + foamDir.zw * foamSpeed.y * elapsedTime;
-
-
- vec3 binormal = vec3 ( 1, 0, 0 );
- vec3 tangent = vec3 ( 0, 1, 0 );
- vec3 normal;
- for ( int i = 0; i < 3; i++ )
- {
- binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x );
- tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x );
- }
-
- binormal = binormal;
- tangent = tangent;
- normal = cross( binormal, tangent );
-
- mat3 worldToTangent;
- worldToTangent[0] = binormal;
- worldToTangent[1] = tangent;
- worldToTangent[2] = normal;
-
- OUT_tangentMat = transpose(worldToTangent);
-
- gl_Position = OUT_hpos;
- correctSSP(gl_Position);
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl b/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl
deleted file mode 100644
index 9cacfdf7a..000000000
--- a/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl
+++ /dev/null
@@ -1,213 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../torque.hlsl"
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-// miscParams
-#define FRESNEL_BIAS miscParams[0]
-#define FRESNEL_POWER miscParams[1]
-#define CLARITY miscParams[2]
-#define ISRIVER miscParams[3]
-
-// reflectParams
-#define REFLECT_PLANE_Z reflectParams[0]
-#define REFLECT_MIN_DIST reflectParams[1]
-#define REFLECT_MAX_DIST reflectParams[2]
-#define NO_REFLECT reflectParams[3]
-
-// distortionParams
-#define DISTORT_START_DIST distortionParams[0]
-#define DISTORT_END_DIST distortionParams[1]
-#define DISTORT_FULL_DEPTH distortionParams[2]
-
-// ConnectData.misc
-#define LIGHT_VEC IN.misc.xyz
-#define WORLD_Z IN.objPos.w
-
-// specularParams
-#define SPEC_POWER specularParams[3]
-#define SPEC_COLOR specularParams.xyz
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
-
- // TexCoord 0 and 1 (xy,zw) for ripple texture lookup
- float4 rippleTexCoord01 : TEXCOORD0;
-
- // TexCoord 2 for ripple texture lookup
- float2 rippleTexCoord2 : TEXCOORD1;
-
- // Screenspace vert position BEFORE wave transformation
- float4 posPreWave : TEXCOORD2;
-
- // Screenspace vert position AFTER wave transformation
- float4 posPostWave : TEXCOORD3;
-
- // Worldspace unit distance/depth of this vertex/pixel
- float pixelDist : TEXCOORD4;
-
- // Objectspace vert position BEFORE wave transformation
- // w coord is world space z position.
- float4 objPos : TEXCOORD5;
-
- float3 misc : TEXCOORD6;
-};
-
-//-----------------------------------------------------------------------------
-// approximate Fresnel function
-//-----------------------------------------------------------------------------
-float fresnel(float NdotV, float bias, float power)
-{
- return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
-}
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-TORQUE_UNIFORM_SAMPLER2D(bumpMap,0);
-//uniform sampler2D deferredTex : register( S1 );
-TORQUE_UNIFORM_SAMPLER2D(reflectMap,2);
-TORQUE_UNIFORM_SAMPLER2D(refractBuff,3);
-TORQUE_UNIFORM_SAMPLERCUBE(skyMap,4);
-//uniform sampler foamMap : register( S5 );
-uniform float4 baseColor;
-uniform float4 miscParams;
-uniform float4 reflectParams;
-uniform float3 ambientColor;
-uniform float3 eyePos;
-uniform float3 distortionParams;
-uniform float3 fogData;
-uniform float4 fogColor;
-uniform float4 rippleMagnitude;
-uniform float4 specularParams;
-uniform float4x4 modelMat;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- // Modulate baseColor by the ambientColor.
- float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 );
-
- // Get the bumpNorm...
- float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
- bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
- bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord2 ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
-
- bumpNorm = normalize( bumpNorm );
- bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w );
-
- // We subtract a little from it so that we don't
- // distort where the water surface intersects the
- // camera near plane.
- float distortAmt = saturate( IN.pixelDist / 1.0 ) * 0.8;
-
- float4 distortPos = IN.posPostWave;
- distortPos.xy += bumpNorm.xy * distortAmt;
-
- #ifdef UNDERWATER
- return hdrEncode( TORQUE_TEX2DPROJ( refractBuff, distortPos ) );
- #else
-
- float3 eyeVec = IN.objPos.xyz - eyePos;
- eyeVec = mul( (float3x3)modelMat, eyeVec );
- float3 reflectionVec = reflect( eyeVec, bumpNorm );
-
- // Color that replaces the reflection color when we do not
- // have one that is appropriate.
- float4 fakeColor = float4(ambientColor,1);
-
- // Use fakeColor for ripple-normals that are angled towards the camera
- eyeVec = -eyeVec;
- eyeVec = normalize( eyeVec );
- float ang = saturate( dot( eyeVec, bumpNorm ) );
- float fakeColorAmt = ang;
-
- // Get reflection map color
- float4 refMapColor = hdrDecode( TORQUE_TEX2DPROJ( reflectMap, distortPos ) );
- // If we do not have a reflection texture then we use the cubemap.
- refMapColor = lerp( refMapColor, TORQUE_TEXCUBE( skyMap, reflectionVec ), NO_REFLECT );
-
- // Combine reflection color and fakeColor.
- float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt );
- //return refMapColor;
-
- // Get refract color
- float4 refractColor = hdrDecode( TORQUE_TEX2DPROJ( refractBuff, distortPos ) );
-
- // calc "diffuse" color by lerping from the water color
- // to refraction image based on the water clarity.
- float4 diffuseColor = lerp( refractColor, waterBaseColor, 1.0f - CLARITY );
-
- // fresnel calculation
- float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
- //return float4( fresnelTerm.rrr, 1 );
-
- // Also scale the frensel by our distance to the
- // water surface. This removes the hard reflection
- // when really close to the water surface.
- fresnelTerm *= saturate( IN.pixelDist - 0.1 );
-
- // Combine the diffuse color and reflection image via the
- // fresnel term and set out output color.
- float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm );
-
- #ifdef WATER_SPEC
-
- // Get some specular reflection.
- float3 newbump = bumpNorm;
- newbump.xy *= 3.5;
- newbump = normalize( bumpNorm );
- half3 halfAng = normalize( eyeVec + -LIGHT_VEC );
- float specular = saturate( dot( newbump, halfAng ) );
- specular = pow( specular, SPEC_POWER );
-
- OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx );
-
- #else // Disable fogging if spec is on because otherwise we run out of instructions.
-
- // Fog it.
- float factor = computeSceneFog( eyePos,
- IN.objPos.xyz,
- WORLD_Z,
- fogData.x,
- fogData.y,
- fogData.z );
-
- //OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
-
- #endif
-
- return hdrEncode( OUT );
-
-#endif
-}
diff --git a/Templates/BaseGame/game/core/shaders/water/waterBasicV.hlsl b/Templates/BaseGame/game/core/shaders/water/waterBasicV.hlsl
deleted file mode 100644
index 310647c90..000000000
--- a/Templates/BaseGame/game/core/shaders/water/waterBasicV.hlsl
+++ /dev/null
@@ -1,237 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct VertData
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float2 undulateData : TEXCOORD0;
- float4 horizonFactor : TEXCOORD1;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
-
- // TexCoord 0 and 1 (xy,zw) for ripple texture lookup
- float4 rippleTexCoord01 : TEXCOORD0;
-
- // TexCoord 2 for ripple texture lookup
- float2 rippleTexCoord2 : TEXCOORD1;
-
- // Screenspace vert position BEFORE wave transformation
- float4 posPreWave : TEXCOORD2;
-
- // Screenspace vert position AFTER wave transformation
- float4 posPostWave : TEXCOORD3;
-
- // Worldspace unit distance/depth of this vertex/pixel
- float pixelDist : TEXCOORD4;
-
- // Objectspace vert position BEFORE wave transformation
- // w coord is world space z position.
- float4 objPos : TEXCOORD5;
-
- float3 misc : TEXCOORD6;
-};
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform float4x4 modelMat;
-uniform float4x4 modelview;
-uniform float4 rippleMat[3];
-uniform float3 eyePos;
-uniform float2 waveDir[3];
-uniform float2 waveData[3];
-uniform float2 rippleDir[3];
-uniform float2 rippleTexScale[3];
-uniform float3 rippleSpeed;
-uniform float3 inLightVec;
-uniform float3 reflectNormal;
-uniform float gridElementSize;
-uniform float elapsedTime;
-uniform float undulateMaxDist;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertData IN )
-{
- ConnectData OUT;
-
- // use projection matrix for reflection / refraction texture coords
- float4x4 texGen = { 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 };
-
- // Move the vertex based on the horizonFactor if specified to do so for this vert.
- // if ( IN.horizonFactor.z > 0 )
- // {
- // float2 offsetXY = eyePos.xy - eyePos.xy % gridElementSize;
- // IN.position.xy += offsetXY;
- // IN.undulateData += offsetXY;
- // }
- float4 inPos = float4(IN.position, 1.0);
- float4 worldPos = mul(modelMat, inPos);
-
- IN.position.z = lerp( IN.position.z, eyePos.z, IN.horizonFactor.x );
-
- //OUT.objPos = worldPos;
- OUT.objPos.xyz = IN.position;
- OUT.objPos.w = worldPos.z;
-
- // Send pre-undulation screenspace position
- OUT.posPreWave = mul( modelview, inPos );
- OUT.posPreWave = mul( texGen, OUT.posPreWave );
-
- // Calculate the undulation amount for this vertex.
- float2 undulatePos = mul( modelMat, float4( IN.undulateData.xy, 0, 1 )).xy;
- //if ( undulatePos.x < 0 )
- // undulatePos = IN.position.xy;
-
- float undulateAmt = 0.0;
-
- undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x +
- undulatePos.x * waveDir[0].x +
- undulatePos.y * waveDir[0].y );
- undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x +
- undulatePos.x * waveDir[1].x +
- undulatePos.y * waveDir[1].y );
- undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x +
- undulatePos.x * waveDir[2].x +
- undulatePos.y * waveDir[2].y );
-
- float undulateFade = 1;
-
- // Scale down wave magnitude amount based on distance from the camera.
- float dist = distance( IN.position, eyePos );
- dist = clamp( dist, 1.0, undulateMaxDist );
- undulateFade *= ( 1 - dist / undulateMaxDist );
-
- // Also scale down wave magnitude if the camera is very very close.
- undulateFade *= saturate( ( distance( IN.position, eyePos ) - 0.5 ) / 10.0 );
-
- undulateAmt *= undulateFade;
-
- //#endif
- //undulateAmt = 0;
-
- // Apply wave undulation to the vertex.
- OUT.posPostWave = inPos;
- OUT.posPostWave.xyz += IN.normal.xyz * undulateAmt;
-
- // Save worldSpace position of this pixel/vert
- //OUT.worldPos = OUT.posPostWave.xyz;
- //OUT.worldPos = mul( modelMat, OUT.posPostWave.xyz );
- //OUT.worldPos.z += objTrans[2][2]; //91.16;
-
- // OUT.misc.w = mul( modelMat, OUT.fogPos ).z;
- // if ( IN.horizonFactor.x > 0 )
- // {
- // float3 awayVec = normalize( OUT.fogPos.xyz - eyePos );
- // OUT.fogPos.xy += awayVec.xy * 1000.0;
- // }
-
- // Convert to screen
- OUT.posPostWave = mul( modelview, OUT.posPostWave ); // mul( modelview, float4( OUT.posPostWave.xyz, 1 ) );
-
- // Setup the OUT position symantic variable
- OUT.hpos = OUT.posPostWave; // mul( modelview, float4( IN.position.xyz, 1 ) ); //float4( OUT.posPostWave.xyz, 1 );
- //OUT.hpos.z = lerp( OUT.hpos.z, OUT.hpos.w, IN.horizonFactor.x );
-
- // Save world space camera dist/depth of the outgoing pixel
- OUT.pixelDist = OUT.hpos.z;
-
- // Convert to reflection texture space
- OUT.posPostWave = mul( texGen, OUT.posPostWave );
-
- float2 txPos = undulatePos;
- if ( IN.horizonFactor.x )
- txPos = normalize( txPos ) * 50000.0;
-
- // set up tex coordinates for the 3 interacting normal maps
- OUT.rippleTexCoord01.xy = txPos * rippleTexScale[0];
- OUT.rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x;
-
- float2x2 texMat;
- texMat[0][0] = rippleMat[0].x;
- texMat[0][1] = rippleMat[0].y;
- texMat[1][0] = rippleMat[0].z;
- texMat[1][1] = rippleMat[0].w;
- OUT.rippleTexCoord01.xy = mul( texMat, OUT.rippleTexCoord01.xy );
-
- OUT.rippleTexCoord01.zw = txPos * rippleTexScale[1];
- OUT.rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y;
-
- texMat[0][0] = rippleMat[1].x;
- texMat[0][1] = rippleMat[1].y;
- texMat[1][0] = rippleMat[1].z;
- texMat[1][1] = rippleMat[1].w;
- OUT.rippleTexCoord01.zw = mul( texMat, OUT.rippleTexCoord01.zw );
-
- OUT.rippleTexCoord2.xy = txPos * rippleTexScale[2];
- OUT.rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z;
-
- texMat[0][0] = rippleMat[2].x;
- texMat[0][1] = rippleMat[2].y;
- texMat[1][0] = rippleMat[2].z;
- texMat[1][1] = rippleMat[2].w;
- OUT.rippleTexCoord2.xy = mul( texMat, OUT.rippleTexCoord2.xy );
-
-#ifdef WATER_SPEC
-
- float3 binormal = float3( 1, 0, 0 );
- float3 tangent = float3( 0, 1, 0 );
- float3 normal;
- for ( int i = 0; i < 3; i++ )
- {
- binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * IN.undulateData.x + waveDir[i].y * IN.undulateData.y + elapsedTime * waveData[i].x );
- tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * IN.undulateData.x + waveDir[i].y * IN.undulateData.y + elapsedTime * waveData[i].x );
- }
-
- binormal = normalize( binormal );
- tangent = normalize( tangent );
- normal = cross( binormal, tangent );
-
- float3x3 worldToTangent;
- worldToTangent[0] = binormal;
- worldToTangent[1] = tangent;
- worldToTangent[2] = normal;
-
- OUT.misc.xyz = mul( inLightVec, modelMat );
- OUT.misc.xyz = mul( worldToTangent, OUT.misc.xyz );
-
-#else
-
- OUT.misc.xyz = inLightVec;
-
-#endif
-
- return OUT;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/water/waterP.hlsl b/Templates/BaseGame/game/core/shaders/water/waterP.hlsl
deleted file mode 100644
index 59bdad05d..000000000
--- a/Templates/BaseGame/game/core/shaders/water/waterP.hlsl
+++ /dev/null
@@ -1,383 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModelAutoGen.hlsl"
-#include "../torque.hlsl"
-
-//-----------------------------------------------------------------------------
-// Defines
-//-----------------------------------------------------------------------------
-
-#define PIXEL_DIST IN.rippleTexCoord2.z
-// miscParams
-#define FRESNEL_BIAS miscParams[0]
-#define FRESNEL_POWER miscParams[1]
-// miscParams[2] is unused
-#define ISRIVER miscParams[3]
-
-// reflectParams
-#define REFLECT_PLANE_Z reflectParams[0]
-#define REFLECT_MIN_DIST reflectParams[1]
-#define REFLECT_MAX_DIST reflectParams[2]
-#define NO_REFLECT reflectParams[3]
-
-// fogParams
-#define FOG_DENSITY fogParams[0]
-#define FOG_DENSITY_OFFSET fogParams[1]
-
-// wetnessParams
-#define WET_DEPTH wetnessParams[0]
-#define WET_COLOR_FACTOR wetnessParams[1]
-
-// distortionParams
-#define DISTORT_START_DIST distortionParams[0]
-#define DISTORT_END_DIST distortionParams[1]
-#define DISTORT_FULL_DEPTH distortionParams[2]
-
-// foamParams
-#define FOAM_OPACITY foamParams[0]
-#define FOAM_MAX_DEPTH foamParams[1]
-#define FOAM_AMBIENT_LERP foamParams[2]
-#define FOAM_RIPPLE_INFLUENCE foamParams[3]
-
-// specularParams
-#define SPEC_POWER specularParams[3]
-#define SPEC_COLOR specularParams.xyz
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
-
- // TexCoord 0 and 1 (xy,zw) for ripple texture lookup
- float4 rippleTexCoord01 : TEXCOORD0;
-
- // xy is TexCoord 2 for ripple texture lookup
- // z is the Worldspace unit distance/depth of this vertex/pixel
- // w is amount of the crestFoam ( more at crest of waves ).
- float4 rippleTexCoord2 : TEXCOORD1;
-
- // Screenspace vert position BEFORE wave transformation
- float4 posPreWave : TEXCOORD2;
-
- // Screenspace vert position AFTER wave transformation
- float4 posPostWave : TEXCOORD3;
-
- // Objectspace vert position BEFORE wave transformation
- // w coord is world space z position.
- float4 objPos : TEXCOORD4;
-
- float4 foamTexCoords : TEXCOORD5;
-
- float3x3 tangentMat : TEXCOORD6;
-};
-
-//-----------------------------------------------------------------------------
-// approximate Fresnel function
-//-----------------------------------------------------------------------------
-float fresnel(float NdotV, float bias, float power)
-{
- return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
-}
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-TORQUE_UNIFORM_SAMPLER2D(bumpMap,0);
-TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
-TORQUE_UNIFORM_SAMPLER2D(reflectMap, 2);
-TORQUE_UNIFORM_SAMPLER2D(refractBuff, 3);
-TORQUE_UNIFORM_SAMPLERCUBE(skyMap, 4);
-TORQUE_UNIFORM_SAMPLER2D(foamMap, 5);
-TORQUE_UNIFORM_SAMPLER1D(depthGradMap, 6);
-uniform float4 specularParams;
-uniform float4 baseColor;
-uniform float4 miscParams;
-uniform float2 fogParams;
-uniform float4 reflectParams;
-uniform float3 reflectNormal;
-uniform float2 wetnessParams;
-uniform float farPlaneDist;
-uniform float3 distortionParams;
-uniform float4 foamParams;
-uniform float3 ambientColor;
-uniform float3 eyePos; // This is in object space!
-uniform float3 fogData;
-uniform float4 fogColor;
-uniform float4 rippleMagnitude;
-uniform float4 rtParams1;
-uniform float depthGradMax;
-uniform float3 inLightVec;
-uniform float4x4 modelMat;
-uniform float4 sunColor;
-uniform float sunBrightness;
-uniform float reflectivity;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-float4 main( ConnectData IN ) : TORQUE_TARGET0
-{
- // Get the bumpNorm...
- float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
- bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
- bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord2.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
-
- bumpNorm = normalize( bumpNorm );
- bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w );
- bumpNorm = mul( bumpNorm, IN.tangentMat );
-
- // Get depth of the water surface (this pixel).
- // Convert from WorldSpace to EyeSpace.
- float pixelDepth = PIXEL_DIST / farPlaneDist;
-
- float2 deferredCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 );
-
- float startDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w;
-
- // The water depth in world units of the undistorted pixel.
- float startDelta = ( startDepth - pixelDepth );
- startDelta = max( startDelta, 0.0 );
- startDelta *= farPlaneDist;
-
- // Calculate the distortion amount for the water surface.
- //
- // We subtract a little from it so that we don't
- // distort where the water surface intersects the
- // camera near plane.
- float distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
-
- // Scale down distortion in shallow water.
- distortAmt *= saturate( startDelta / DISTORT_FULL_DEPTH );
-
- // Do the intial distortion... we might remove it below.
- float2 distortDelta = bumpNorm.xy * distortAmt;
- float4 distortPos = IN.posPostWave;
- distortPos.xy += distortDelta;
-
- deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- // Get deferred depth at the position of this distorted pixel.
- float deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w;
- if ( deferredDepth > 0.99 )
- deferredDepth = 5.0;
-
- float delta = ( deferredDepth - pixelDepth ) * farPlaneDist;
-
- if ( delta < 0.0 )
- {
- // If we got a negative delta then the distorted
- // sample is above the water surface. Mask it out
- // by removing the distortion.
- distortPos = IN.posPostWave;
- delta = startDelta;
- distortAmt = 0;
- }
- else
- {
- float diff = ( deferredDepth - startDepth ) * farPlaneDist;
-
- if ( diff < 0 )
- {
- distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
- distortAmt *= saturate( delta / DISTORT_FULL_DEPTH );
-
- distortDelta = bumpNorm.xy * distortAmt;
-
- distortPos = IN.posPostWave;
- distortPos.xy += distortDelta;
-
- deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- // Get deferred depth at the position of this distorted pixel.
- deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w;
- if ( deferredDepth > 0.99 )
- deferredDepth = 5.0;
- delta = ( deferredDepth - pixelDepth ) * farPlaneDist;
- }
-
- if ( delta < 0.1 )
- {
- // If we got a negative delta then the distorted
- // sample is above the water surface. Mask it out
- // by removing the distortion.
- distortPos = IN.posPostWave;
- delta = startDelta;
- distortAmt = 0;
- }
- }
-
- float4 temp = IN.posPreWave;
- temp.xy += bumpNorm.xy * distortAmt;
- float2 reflectCoord = viewportCoordToRenderTarget( temp, rtParams1 );
-
- float2 refractCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
-
- float4 fakeColor = float4(ambientColor,1);
- float3 eyeVec = IN.objPos.xyz - eyePos;
- eyeVec = mul( (float3x3)modelMat, eyeVec );
- eyeVec = mul( IN.tangentMat, eyeVec );
- float3 reflectionVec = reflect( eyeVec, bumpNorm );
-
- // Use fakeColor for ripple-normals that are angled towards the camera
- eyeVec = -eyeVec;
- eyeVec = normalize( eyeVec );
- float ang = saturate( dot( eyeVec, bumpNorm ) );
- float fakeColorAmt = ang;
-
- // for verts far from the reflect plane z position
- float rplaneDist = abs( REFLECT_PLANE_Z - IN.objPos.w );
- rplaneDist = saturate( ( rplaneDist - 1.0 ) / 2.0 );
- rplaneDist *= ISRIVER;
- fakeColorAmt = max( fakeColorAmt, rplaneDist );
-
-#ifndef UNDERWATER
-
- // Get foam color and amount
- float2 foamRippleOffset = bumpNorm.xy * FOAM_RIPPLE_INFLUENCE;
- IN.foamTexCoords.xy += foamRippleOffset;
- IN.foamTexCoords.zw += foamRippleOffset;
-
- float4 foamColor = TORQUE_TEX2D( foamMap, IN.foamTexCoords.xy );
- foamColor += TORQUE_TEX2D( foamMap, IN.foamTexCoords.zw );
- foamColor = saturate( foamColor );
-
- // Modulate foam color by ambient color
- // so we don't have glowing white foam at night.
- foamColor.rgb = lerp( foamColor.rgb, ambientColor.rgb, FOAM_AMBIENT_LERP );
-
- float foamDelta = saturate( delta / FOAM_MAX_DEPTH );
- float foamAmt = 1 - pow( foamDelta, 2 );
-
- // Fade out the foam in very very low depth,
- // this improves the shoreline a lot.
- float diff = 0.8 - foamAmt;
- if ( diff < 0.0 )
- foamAmt -= foamAmt * abs( diff ) / 0.2;
-
- foamAmt *= FOAM_OPACITY * foamColor.a;
-
- foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
-
- // Get reflection map color.
- float4 refMapColor = TORQUE_TEX2D( reflectMap, reflectCoord );
-
- // If we do not have a reflection texture then we use the cubemap.
- refMapColor = lerp( refMapColor, TORQUE_TEXCUBE( skyMap, reflectionVec ), NO_REFLECT );
-
- fakeColor = ( TORQUE_TEXCUBE( skyMap, reflectionVec ) );
- fakeColor.a = 1;
- // Combine reflection color and fakeColor.
- float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt );
-
- // Get refract color
- float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) );
-
- // We darken the refraction color a bit to make underwater
- // elements look wet. We fade out this darkening near the
- // surface in order to not have hard water edges.
- // @param WET_DEPTH The depth in world units at which full darkening will be recieved.
- // @param WET_COLOR_FACTOR The refract color is scaled down by this amount when at WET_DEPTH
- refractColor.rgb *= 1.0f - ( saturate( delta / WET_DEPTH ) * WET_COLOR_FACTOR );
-
- // Add Water fog/haze.
- float fogDelta = delta - FOG_DENSITY_OFFSET;
-
- if ( fogDelta < 0.0 )
- fogDelta = 0.0;
- float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * fogDelta ) );
-
- // Calculate the water "base" color based on depth.
- float4 waterBaseColor = baseColor * TORQUE_TEX1D( depthGradMap, saturate( delta / depthGradMax ) );
-
- // Modulate baseColor by the ambientColor.
- waterBaseColor *= float4( ambientColor.rgb, 1 );
-
- // calc "diffuse" color by lerping from the water color
- // to refraction image based on the water clarity.
- float4 diffuseColor = lerp( refractColor, waterBaseColor, fogAmt );
-
- // fresnel calculation
- float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
-
- // Scale the frensel strength by fog amount
- // so that parts that are very clear get very little reflection.
- fresnelTerm *= fogAmt;
-
- // Also scale the frensel by our distance to the
- // water surface. This removes the hard reflection
- // when really close to the water surface.
- fresnelTerm *= saturate( PIXEL_DIST - 0.1 );
-
- fresnelTerm *= reflectivity;
-
- // Combine the diffuse color and reflection image via the
- // fresnel term and set out output color.
- float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm );
-
- float3 lightVec = inLightVec;
-
- // Get some specular reflection.
- float3 newbump = bumpNorm;
- newbump.xy *= 3.5;
- newbump = normalize( newbump );
- float3 halfAng = normalize( eyeVec + -lightVec );
- float specular = saturate( dot( newbump, halfAng ) );
- specular = pow( specular, SPEC_POWER );
-
- // Scale down specularity in very shallow water to improve the transparency of the shoreline.
- specular *= saturate( delta / 2 );
- OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx );
-
-#else
-
- float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) );
- float4 OUT = refractColor;
-
-#endif
-
-#ifndef UNDERWATER
-
- OUT.rgb = OUT.rgb + foamColor.rgb;
-
- float factor = computeSceneFog( eyePos,
- IN.objPos.xyz,
- IN.objPos.w,
- fogData.x,
- fogData.y,
- fogData.z );
-
- OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
-
- //OUT.rgb = fogColor.rgb;
-
-#endif
-
- OUT.a = 1.0;
-
- //return OUT;
-
- return hdrEncode( OUT );
-}
diff --git a/Templates/BaseGame/game/core/shaders/water/waterV.hlsl b/Templates/BaseGame/game/core/shaders/water/waterV.hlsl
deleted file mode 100644
index c869f0e9f..000000000
--- a/Templates/BaseGame/game/core/shaders/water/waterV.hlsl
+++ /dev/null
@@ -1,216 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../shaderModel.hlsl"
-
-//-----------------------------------------------------------------------------
-// Structures
-//-----------------------------------------------------------------------------
-struct VertData
-{
- float3 position : POSITION;
- float3 normal : NORMAL;
- float2 undulateData : TEXCOORD0;
- float4 horizonFactor : TEXCOORD1;
-};
-
-struct ConnectData
-{
- float4 hpos : TORQUE_POSITION;
-
- // TexCoord 0 and 1 (xy,zw) for ripple texture lookup
- float4 rippleTexCoord01 : TEXCOORD0;
-
- // xy is TexCoord 2 for ripple texture lookup
- // z is the Worldspace unit distance/depth of this vertex/pixel
- // w is amount of the crestFoam ( more at crest of waves ).
- float4 rippleTexCoord2 : TEXCOORD1;
-
- // Screenspace vert position BEFORE wave transformation
- float4 posPreWave : TEXCOORD2;
-
- // Screenspace vert position AFTER wave transformation
- float4 posPostWave : TEXCOORD3;
-
- // Objectspace vert position BEFORE wave transformation
- // w coord is world space z position.
- float4 objPos : TEXCOORD4;
-
- float4 foamTexCoords : TEXCOORD5;
-
- float3x3 tangentMat : TEXCOORD6;
-};
-
-//-----------------------------------------------------------------------------
-// Uniforms
-//-----------------------------------------------------------------------------
-uniform float4x4 modelMat;
-uniform float4x4 modelview;
-uniform float4 rippleMat[3];
-uniform float3 eyePos;
-uniform float2 waveDir[3];
-uniform float2 waveData[3];
-uniform float2 rippleDir[3];
-uniform float2 rippleTexScale[3];
-uniform float3 rippleSpeed;
-uniform float4 foamDir;
-uniform float4 foamTexScale;
-uniform float2 foamSpeed;
-uniform float3 inLightVec;
-uniform float gridElementSize;
-uniform float elapsedTime;
-uniform float undulateMaxDist;
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-ConnectData main( VertData IN )
-{
- ConnectData OUT;
-
- // use projection matrix for reflection / refraction texture coords
- float4x4 texGen = { 0.5, 0.0, 0.0, 0.5,
- 0.0, -0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 };
-
- IN.position.z = lerp( IN.position.z, eyePos.z, IN.horizonFactor.x );
- float4 inPos = float4( IN.position, 1.0);
- OUT.objPos = inPos;
- OUT.objPos.w = mul( modelMat, inPos ).z;
-
- // Send pre-undulation screenspace position
- OUT.posPreWave = mul( modelview, inPos );
- OUT.posPreWave = mul( texGen, OUT.posPreWave );
-
- // Calculate the undulation amount for this vertex.
- float2 undulatePos = mul( modelMat, float4( IN.undulateData.xy, 0, 1 ) ).xy;
- float undulateAmt = 0.0;
-
- undulateAmt += waveData[0].y * sin( elapsedTime * waveData[0].x +
- undulatePos.x * waveDir[0].x +
- undulatePos.y * waveDir[0].y );
- undulateAmt += waveData[1].y * sin( elapsedTime * waveData[1].x +
- undulatePos.x * waveDir[1].x +
- undulatePos.y * waveDir[1].y );
- undulateAmt += waveData[2].y * sin( elapsedTime * waveData[2].x +
- undulatePos.x * waveDir[2].x +
- undulatePos.y * waveDir[2].y );
-
- float undulateFade = 1;
-
- // Scale down wave magnitude amount based on distance from the camera.
- float dist = distance( IN.position.xyz, eyePos );
- dist = clamp( dist, 1.0, undulateMaxDist );
- undulateFade *= ( 1 - dist / undulateMaxDist );
-
- // Also scale down wave magnitude if the camera is very very close.
- undulateFade *= saturate( ( distance( IN.position.xyz, eyePos ) - 0.5 ) / 10.0 );
-
- undulateAmt *= undulateFade;
-
- OUT.rippleTexCoord2.w = undulateAmt / ( waveData[0].y + waveData[1].y + waveData[2].y );
- OUT.rippleTexCoord2.w = saturate( OUT.rippleTexCoord2.w - 0.2 ) / 0.8;
-
- // Apply wave undulation to the vertex.
- OUT.posPostWave = inPos;
- OUT.posPostWave.xyz += IN.normal.xyz * undulateAmt;
-
- // Convert to screen
- OUT.posPostWave = mul( modelview, OUT.posPostWave );
-
- // Setup the OUT position symantic variable
- OUT.hpos = OUT.posPostWave;
- //OUT.hpos.z = lerp( OUT.hpos.z, OUT.hpos.w, IN.horizonFactor.x );
-
- // if ( IN.horizonFactor.x > 0 )
- // {
- // float3 awayVec = normalize( OUT.objPos.xyz - eyePos );
- // OUT.objPos.xy += awayVec.xy * 1000.0;
- // }
-
- // Save world space camera dist/depth of the outgoing pixel
- OUT.rippleTexCoord2.z = OUT.hpos.z;
-
- // Convert to reflection texture space
- OUT.posPostWave = mul( texGen, OUT.posPostWave );
-
- float2 txPos = undulatePos;
- if ( IN.horizonFactor.x )
- txPos = normalize( txPos ) * 50000.0;
-
- // set up tex coordinates for the 3 interacting normal maps
- OUT.rippleTexCoord01.xy = txPos * rippleTexScale[0];
- OUT.rippleTexCoord01.xy += rippleDir[0] * elapsedTime * rippleSpeed.x;
-
- float2x2 texMat;
- texMat[0][0] = rippleMat[0].x;
- texMat[0][1] = rippleMat[0].y;
- texMat[1][0] = rippleMat[0].z;
- texMat[1][1] = rippleMat[0].w;
- OUT.rippleTexCoord01.xy = mul( texMat, OUT.rippleTexCoord01.xy );
-
- OUT.rippleTexCoord01.zw = txPos * rippleTexScale[1];
- OUT.rippleTexCoord01.zw += rippleDir[1] * elapsedTime * rippleSpeed.y;
-
- texMat[0][0] = rippleMat[1].x;
- texMat[0][1] = rippleMat[1].y;
- texMat[1][0] = rippleMat[1].z;
- texMat[1][1] = rippleMat[1].w;
- OUT.rippleTexCoord01.zw = mul( texMat, OUT.rippleTexCoord01.zw );
-
- OUT.rippleTexCoord2.xy = txPos * rippleTexScale[2];
- OUT.rippleTexCoord2.xy += rippleDir[2] * elapsedTime * rippleSpeed.z;
-
- texMat[0][0] = rippleMat[2].x;
- texMat[0][1] = rippleMat[2].y;
- texMat[1][0] = rippleMat[2].z;
- texMat[1][1] = rippleMat[2].w;
- OUT.rippleTexCoord2.xy = mul( texMat, OUT.rippleTexCoord2.xy );
-
- OUT.foamTexCoords.xy = txPos * foamTexScale.xy + foamDir.xy * foamSpeed.x * elapsedTime;
- OUT.foamTexCoords.zw = txPos * foamTexScale.zw + foamDir.zw * foamSpeed.y * elapsedTime;
-
-
- float3 binormal = float3( 1, 0, 0 );
- float3 tangent = float3( 0, 1, 0 );
- float3 normal;
- for ( int i = 0; i < 3; i++ )
- {
- binormal.z += undulateFade * waveDir[i].x * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x );
- tangent.z += undulateFade * waveDir[i].y * waveData[i].y * cos( waveDir[i].x * undulatePos.x + waveDir[i].y * undulatePos.y + elapsedTime * waveData[i].x );
- }
-
- binormal = binormal;
- tangent = tangent;
- normal = cross( binormal, tangent );
-
- float3x3 worldToTangent;
- worldToTangent[0] = binormal;
- worldToTangent[1] = tangent;
- worldToTangent[2] = normal;
-
- OUT.tangentMat = worldToTangent;
-
- return OUT;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/wavesP.hlsl b/Templates/BaseGame/game/core/shaders/wavesP.hlsl
deleted file mode 100644
index c51eb4b89..000000000
--- a/Templates/BaseGame/game/core/shaders/wavesP.hlsl
+++ /dev/null
@@ -1,89 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "shdrConsts.h"
-#include "shaderModel.hlsl"
-
-//-----------------------------------------------------------------------------
-// Data
-//-----------------------------------------------------------------------------
-struct v2f
-{
- float4 HPOS : TORQUE_POSITION;
- float2 TEX0 : TEXCOORD0;
- float4 tangentToCube0 : TEXCOORD1;
- float4 tangentToCube1 : TEXCOORD2;
- float4 tangentToCube2 : TEXCOORD3;
- float4 lightVec : TEXCOORD4;
- float3 pixPos : TEXCOORD5;
- float3 eyePos : TEXCOORD6;
-};
-
-
-
-struct Fragout
-{
- float4 col : TORQUE_TARGET0;
-};
-
-// Uniforms
-TORQUE_UNIFORM_SAMPLER2D(diffMap,0);
-//TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1); not used?
-TORQUE_UNIFORM_SAMPLER2D(bumpMap,2);
-
-uniform float4 specularColor : register(PC_MAT_SPECCOLOR);
-uniform float4 ambient : register(PC_AMBIENT_COLOR);
-uniform float specularPower : register(PC_MAT_SPECPOWER);
-uniform float accumTime : register(PC_ACCUM_TIME);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Fragout main(v2f IN)
-{
- Fragout OUT;
-
- float2 texOffset;
- float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03;
- float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04;
-
- texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2;
- texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05;
-
-
- float4 bumpNorm = TORQUE_TEX2D( bumpMap, texOffset ) * 2.0 - 1.0;
- float4 diffuse = TORQUE_TEX2D( diffMap, texOffset );
-
- OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient);
-
- float3 eyeVec = normalize(IN.eyePos - IN.pixPos);
- float3 halfAng = normalize(eyeVec + IN.lightVec.xyz);
- float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w;
- specular = pow(abs(specular), specularPower);
- OUT.col += specularColor * specular;
-
-
-
- return OUT;
-}
-
diff --git a/Templates/BaseGame/game/core/shaders/wavesV.hlsl b/Templates/BaseGame/game/core/shaders/wavesV.hlsl
deleted file mode 100644
index fccef9d25..000000000
--- a/Templates/BaseGame/game/core/shaders/wavesV.hlsl
+++ /dev/null
@@ -1,90 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#define IN_HLSL
-#include "shdrConsts.h"
-#include "hlslStructs.hlsl"
-
-//-----------------------------------------------------------------------------
-// Constants
-//-----------------------------------------------------------------------------
-
-struct Conn
-{
- float4 HPOS : POSITION;
- float2 TEX0 : TEXCOORD0;
- float4 tangentToCube0 : TEXCOORD1;
- float4 tangentToCube1 : TEXCOORD2;
- float4 tangentToCube2 : TEXCOORD3;
- float4 outLightVec : TEXCOORD4;
- float3 pos : TEXCOORD5;
- float3 outEyePos : TEXCOORD6;
-
-};
-
-
-uniform float4x4 modelview : register(VC_WORLD_PROJ);
-uniform float3x3 cubeTrans : register(VC_CUBE_TRANS);
-uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS);
-uniform float3 inLightVec : register(VC_LIGHT_DIR1);
-uniform float3 eyePos : register(VC_EYE_POS);
-
-//-----------------------------------------------------------------------------
-// Main
-//-----------------------------------------------------------------------------
-Conn main( VertexIn_PNTTTB In)
-{
- Conn Out;
-
- Out.HPOS = mul(modelview, float4(In.pos,1.0));
- Out.TEX0 = In.uv0;
-
-
- float3x3 objToTangentSpace;
- objToTangentSpace[0] = In.T;
- objToTangentSpace[1] = In.B;
- objToTangentSpace[2] = In.normal;
-
-
- Out.tangentToCube0.xyz = mul( objToTangentSpace, cubeTrans[0].xyz );
- Out.tangentToCube1.xyz = mul( objToTangentSpace, cubeTrans[1].xyz );
- Out.tangentToCube2.xyz = mul( objToTangentSpace, cubeTrans[2].xyz );
-
- float3 pos = mul( cubeTrans, In.pos ).xyz;
- float3 eye = cubeEyePos - pos;
- normalize( eye );
-
- Out.tangentToCube0.w = eye.x;
- Out.tangentToCube1.w = eye.y;
- Out.tangentToCube2.w = eye.z;
-
- Out.outLightVec.xyz = -inLightVec;
- Out.outLightVec.xyz = mul(objToTangentSpace, Out.outLightVec);
- Out.pos = mul(objToTangentSpace, In.pos.xyz / 100.0);
- Out.outEyePos.xyz = mul(objToTangentSpace, eyePos.xyz / 100.0);
- Out.outLightVec.w = step( 0.0, dot( -inLightVec, In.normal ) );
-
-
- return Out;
-}
-
-
diff --git a/Templates/BaseGame/game/core/shaders/wind.hlsl b/Templates/BaseGame/game/core/shaders/wind.hlsl
deleted file mode 100644
index b3fee7721..000000000
--- a/Templates/BaseGame/game/core/shaders/wind.hlsl
+++ /dev/null
@@ -1,101 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//
-// A tip of the hat....
-//
-// The following wind effects were derived from the GPU Gems
-// 3 chapter "Vegetation Procedural Animation and Shading in Crysis"
-// by Tiago Sousa of Crytek.
-//
-
-float4 smoothCurve( float4 x )
-{
- return x * x * ( 3.0 - 2.0 * x );
-}
-
-float4 triangleWave( float4 x )
-{
- return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
-}
-
-float4 smoothTriangleWave( float4 x )
-{
- return smoothCurve( triangleWave( x ) );
-}
-
-float3 windTrunkBending( float3 vPos, float2 vWind, float fBendFactor )
-{
- // Smooth the bending factor and increase
- // the near by height limit.
- fBendFactor += 1.0;
- fBendFactor *= fBendFactor;
- fBendFactor = fBendFactor * fBendFactor - fBendFactor;
-
- // Displace the vert.
- float3 vNewPos = vPos;
- vNewPos.xy += vWind * fBendFactor;
-
- // Limit the length which makes the bend more
- // spherical and prevents stretching.
- float fLength = length( vPos );
- vPos = normalize( vNewPos ) * fLength;
-
- return vPos;
-}
-
-float3 windBranchBending( float3 vPos,
- float3 vNormal,
-
- float fTime,
- float fWindSpeed,
-
- float fBranchPhase,
- float fBranchAmp,
- float fBranchAtten,
-
- float fDetailPhase,
- float fDetailAmp,
- float fDetailFreq,
-
- float fEdgeAtten )
-{
- float fVertPhase = dot( vPos, fDetailPhase + fBranchPhase );
-
- float2 vWavesIn = fTime + float2( fVertPhase, fBranchPhase );
-
- float4 vWaves = ( frac( vWavesIn.xxyy *
- float4( 1.975, 0.793, 0.375, 0.193 ) ) *
- 2.0 - 1.0 ) * fWindSpeed * fDetailFreq;
-
- vWaves = smoothTriangleWave( vWaves );
-
- float2 vWavesSum = vWaves.xz + vWaves.yw;
-
- // We want the branches to bend both up and down.
- vWavesSum.y = 1 - ( vWavesSum.y * 2 );
-
- vPos += vWavesSum.xxy * float3( fEdgeAtten * fDetailAmp * vNormal.xy,
- fBranchAtten * fBranchAmp );
-
- return vPos;
-}
diff --git a/Templates/BaseGame/game/data/clientServer/ClientServer.cs b/Templates/BaseGame/game/data/clientServer/ClientServer.cs
deleted file mode 100644
index e8530f22e..000000000
--- a/Templates/BaseGame/game/data/clientServer/ClientServer.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-
-// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
-
-// First, a client will always create a server in the event that they want to host a single player
-// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
-// in the networking short-circuited to sidestep around lag and packet transmission times.
-
-// initServer() is called, loading the default server scripts.
-// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
-// to prep a playable client session.
-
-// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
-// connected to it via createAndConnectToLocalServer().
-
-function ClientServer::create( %this )
-{
- echo("\n--------- Initializing Directory: scripts ---------");
- exec( "./scripts/client/client.cs" );
- exec( "./scripts/server/server.cs" );
-
- $Game::MissionGroup = "MissionGroup";
-
- initServer();
-
- %dbList = new ArrayObject(DatablockFilesList);
-
- // Start up in either client, or dedicated server mode
- if ($Server::Dedicated)
- {
- initDedicated();
- }
- else
- {
- initClient();
- }
-}
-
-function ClientServer::destroy( %this )
-{
- // Ensure that we are disconnected and/or the server is destroyed.
- // This prevents crashes due to the SceneGraph being deleted before
- // the objects it contains.
- if ($Server::Dedicated)
- destroyServer();
- else
- disconnect();
-
- // Destroy the physics plugin.
- //physicsDestroy();
-
- sfxShutdown();
-
- echo("Exporting client prefs");
- %prefPath = getPrefpath();
- export("$pref::*", %prefPath @ "/clientPrefs.cs", false);
-
- echo("Exporting server prefs");
- export("$Pref::Server::*", %prefPath @ "/serverPrefs.cs", false);
- BanList::Export(%prefPath @ "/banlist.cs");
-}
-
-//-----------------------------------------------------------------------------
-function StartGame( %mission, %hostingType )
-{
- if( %mission $= "" )
- {
- %id = CL_levelList.getSelectedId();
- %mission = getField(CL_levelList.getRowTextById(%id), 1);
- //error("Cannot start a level with no level selected!");
- }
-
- if (%hostingType !$= "")
- {
- %serverType = %hostingType;
- }
- else
- {
- if ($pref::HostMultiPlayer)
- %serverType = "MultiPlayer";
- else
- %serverType = "SinglePlayer";
- }
-
- // Show the loading screen immediately.
- if ( isObject( LoadingGui ) )
- {
- Canvas.setContent("LoadingGui");
- LoadingProgress.setValue(1);
- LoadingProgressTxt.setValue("LOADING MISSION FILE");
- Canvas.repaint();
- }
-
- createAndConnectToLocalServer( %serverType, %mission );
-}
-
-function JoinGame( %serverIndex )
-{
- // The server info index is stored in the row along with the
- // rest of displayed info.
- if( setServerInfo( %serverIndex ) )
- {
- Canvas.setContent("LoadingGui");
- LoadingProgress.setValue(1);
- LoadingProgressTxt.setValue("WAITING FOR SERVER");
- Canvas.repaint();
-
- %conn = new GameConnection(ServerConnection);
- %conn.setConnectArgs($pref::Player::Name);
- %conn.setJoinPassword($Client::Password);
- %conn.connect($ServerInfo::Address);
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/ClientServer.module b/Templates/BaseGame/game/data/clientServer/ClientServer.module
deleted file mode 100644
index 05c70a90d..000000000
--- a/Templates/BaseGame/game/data/clientServer/ClientServer.module
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/client/client.cs b/Templates/BaseGame/game/data/clientServer/scripts/client/client.cs
deleted file mode 100644
index 0b18d81aa..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/client/client.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-function initClient()
-{
- echo("\n--------- Initializing " @ $appName @ ": Client Scripts ---------");
-
- // Make sure this variable reflects the correct state.
- $Server::Dedicated = false;
-
- // Game information used to query the master server
- $Client::GameTypeQuery = $appName;
- $Client::MissionTypeQuery = "Any";
-
- exec( "data/clientServer/scripts/client/message.cs" );
- exec( "data/clientServer/scripts/client/connectionToServer.cs" );
- exec( "data/clientServer/scripts/client/levelDownload.cs" );
- exec( "data/clientServer/scripts/client/levelLoad.cs" );
-
- //load prefs
- %prefPath = getPrefpath();
- if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
- exec( %prefPath @ "/clientPrefs.cs" );
- else
- exec( "data/defaults.cs" );
-
- loadMaterials();
-
- // Copy saved script prefs into C++ code.
- setDefaultFov( $pref::Player::defaultFov );
- setZoomSpeed( $pref::Player::zoomSpeed );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/client/connectionToServer.cs b/Templates/BaseGame/game/data/clientServer/scripts/client/connectionToServer.cs
deleted file mode 100644
index 693c7fff7..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/client/connectionToServer.cs
+++ /dev/null
@@ -1,130 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// Functions dealing with connecting to a server
-
-//----------------------------------------------------------------------------
-// GameConnection client callbacks
-//----------------------------------------------------------------------------
-// Called on the new connection object after connect() succeeds.
-function GameConnection::onConnectionAccepted(%this)
-{
- // Startup the physX world on the client before any
- // datablocks and objects are ghosted over.
- physicsInitWorld( "client" );
-}
-
-function GameConnection::initialControlSet(%this)
-{
- echo ("*** Initial Control Object");
-
- // The first control object has been set by the server
- // and we are now ready to go.
-
- // first check if the editor is active
- if (!isToolBuild() || !isMethod("Editor", "checkActiveLoadDone") || !Editor::checkActiveLoadDone())
- {
- if (Canvas.getContent() != PlayGui.getId())
- Canvas.setContent(PlayGui);
- }
-}
-
-function GameConnection::onControlObjectChange(%this)
-{
- echo ("*** Control Object Changed");
-
- // Reset the current FOV to match the new object
- // and turn off any current zoom.
- resetCurrentFOV();
- turnOffZoom();
-}
-
-function GameConnection::onConnectionError(%this, %msg)
-{
- // General connection error, usually raised by ghosted objects
- // initialization problems, such as missing files. We'll display
- // the server's connection error message.
- disconnectedCleanup();
- MessageBoxOK( "DISCONNECT", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" );
-}
-
-//-----------------------------------------------------------------------------
-// Server connection error
-//-----------------------------------------------------------------------------
-addMessageCallback( 'MsgConnectionError', handleConnectionErrorMessage );
-
-function handleConnectionErrorMessage(%msgType, %msgString, %msgError)
-{
- // On connect the server transmits a message to display if there
- // are any problems with the connection. Most connection errors
- // are game version differences, so hopefully the server message
- // will tell us where to get the latest version of the game.
- $ServerConnectionErrorMessage = %msgError;
-}
-
-//-----------------------------------------------------------------------------
-// Disconnect
-//-----------------------------------------------------------------------------
-
-function disconnect()
-{
- // We need to stop the client side simulation
- // else physics resources will not cleanup properly.
- physicsStopSimulation( "client" );
-
- // Delete the connection if it's still there.
- if (isObject(ServerConnection))
- ServerConnection.delete();
-
- disconnectedCleanup();
-
- // Call destroyServer in case we're hosting
- destroyServer();
-}
-
-function disconnectedCleanup()
-{
- // End mission, if it's running.
-
- if( $Client::missionRunning )
- clientEndMission();
-
- // Disable mission lighting if it's going, this is here
- // in case we're disconnected while the mission is loading.
-
- $lightingMission = false;
- $sceneLighting::terminateLighting = true;
-
- // Back to the launch screen
- if (isObject( MainMenuGui ))
- Canvas.setContent( MainMenuGui );
-
- // Before we destroy the client physics world
- // make sure all ServerConnection objects are deleted.
- if(isObject(ServerConnection))
- {
- ServerConnection.deleteAllObjects();
- }
-
- // We can now delete the client physics simulation.
- physicsDestroyWorld( "client" );
-}
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/client/levelDownload.cs b/Templates/BaseGame/game/data/clientServer/scripts/client/levelDownload.cs
deleted file mode 100644
index dd70e31ea..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/client/levelDownload.cs
+++ /dev/null
@@ -1,185 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Mission Loading
-// The client portion of the client/server mission loading process
-//-----------------------------------------------------------------------------
-//--------------------------------------------------------------------------
-// Loading Phases:
-// Phase 1: Transmit Datablocks
-// Transmit targets
-// Phase 2: Transmit Ghost Objects
-// Phase 3: Start Game
-//
-// The server invokes the client MissionStartPhase[1-3] function to request
-// permission to start each phase. When a client is ready for a phase,
-// it responds with MissionStartPhase[1-3]Ack.
-
-//----------------------------------------------------------------------------
-// Phase 1
-//----------------------------------------------------------------------------
-function clientCmdMissionStartPhase1(%seq, %missionName)
-{
- // These need to come after the cls.
- echo ("*** New Mission: " @ %missionName);
- echo ("*** Phase 1: Download Datablocks & Targets");
-
- //Prep the postFX stuff
- // Load the post effect presets for this mission.
- %path = filePath( %missionName ) @ "/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension;
-
- if ( isScriptFile( %path ) )
- {
- postFXManager::loadPresetHandler( %path );
- }
- else
- {
- PostFXManager::settingsApplyDefaultPreset();
- }
-
- onMissionDownloadPhase("LOADING DATABLOCKS");
-
- commandToServer('MissionStartPhase1Ack', %seq);
-}
-
-function onDataBlockObjectReceived(%index, %total)
-{
- onMissionDownloadProgress(%index / %total);
-}
-
-//----------------------------------------------------------------------------
-// Phase 2
-//----------------------------------------------------------------------------
-function clientCmdMissionStartPhase2(%seq,%missionName)
-{
- onPhaseComplete();
- echo ("*** Phase 2: Download Ghost Objects");
-
- onMissionDownloadPhase("LOADING OBJECTS");
-
- commandToServer('MissionStartPhase2Ack', %seq);
-}
-
-function onGhostAlwaysStarted(%ghostCount)
-{
- $ghostCount = %ghostCount;
- $ghostsRecvd = 0;
-}
-
-function onGhostAlwaysObjectReceived()
-{
- $ghostsRecvd++;
- onMissionDownloadProgress($ghostsRecvd / $ghostCount);
-}
-
-//----------------------------------------------------------------------------
-// Phase 3
-//----------------------------------------------------------------------------
-function clientCmdMissionStartPhase3(%seq,%missionName)
-{
- onPhaseComplete();
- StartClientReplication();
- StartFoliageReplication();
-
- // Load the static mission decals.
- if(isFile(%missionName @ ".decals"))
- decalManagerLoad( %missionName @ ".decals" );
-
- echo ("*** Phase 3: Mission Lighting");
- $MSeq = %seq;
- $Client::MissionFile = %missionName;
-
- // Need to light the mission before we are ready.
- // The sceneLightingComplete function will complete the handshake
- // once the scene lighting is done.
- if (lightScene("sceneLightingComplete", ""))
- {
- echo("Lighting mission....");
- schedule(1, 0, "updateLightingProgress");
-
- onMissionDownloadPhase("LIGHTING MISSION");
-
- $lightingMission = true;
- }
-}
-
-function updateLightingProgress()
-{
- onMissionDownloadProgress($SceneLighting::lightingProgress);
- if ($lightingMission)
- $lightingProgressThread = schedule(1, 0, "updateLightingProgress");
-}
-
-function sceneLightingComplete()
-{
- echo("Mission lighting done");
- $lightingMission = false;
-
- onPhaseComplete("STARTING MISSION");
-
- // The is also the end of the mission load cycle.
- commandToServer('MissionStartPhase3Ack', $MSeq);
-}
-
-//----------------------------------------------------------------------------
-// Helper functions
-//----------------------------------------------------------------------------
-function connect(%server)
-{
- %conn = new GameConnection(ServerConnection);
- RootGroup.add(ServerConnection);
- %conn.setConnectArgs($pref::Player::Name);
- %conn.setJoinPassword($Client::Password);
- %conn.connect(%server);
-}
-
-function onMissionDownloadPhase(%phase)
-{
- if ( !isObject( LoadingProgress ) )
- return;
-
- LoadingProgress.setValue(0);
- LoadingProgressTxt.setValue(%phase);
- Canvas.repaint();
-}
-
-function onMissionDownloadProgress(%progress)
-{
- if ( !isObject( LoadingProgress ) )
- return;
-
- LoadingProgress.setValue(%progress);
- Canvas.repaint(33);
-}
-
-function onPhaseComplete(%text)
-{
- if ( !isObject( LoadingProgress ) )
- return;
-
- if(%text !$= "")
- LoadingProgressTxt.setValue(%text);
-
- LoadingProgress.setValue( 1 );
- Canvas.repaint();
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/client/levelLoad.cs b/Templates/BaseGame/game/data/clientServer/scripts/client/levelLoad.cs
deleted file mode 100644
index c3fd04280..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/client/levelLoad.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-// Whether the local client is currently running a mission.
-$Client::missionRunning = false;
-
-// Sequence number for currently running mission.
-$Client::missionSeq = -1;
-
-
-// Called when mission is started.
-function clientStartMission()
-{
- // The client recieves a mission start right before
- // being dropped into the game.
- physicsStartSimulation( "client" );
-
- // Start game audio effects channels.
-
- AudioChannelEffects.play();
-
- // Create client mission cleanup group.
-
- new SimGroup( ClientMissionCleanup );
-
- // Done.
-
- $Client::missionRunning = true;
-}
-
-// Called when mission is ended (either through disconnect or
-// mission end client command).
-function clientEndMission()
-{
- // Stop physics simulation on client.
- physicsStopSimulation( "client" );
-
- // Stop game audio effects channels.
-
- AudioChannelEffects.stop();
-
- // Delete all the decals.
- decalManagerClear();
-
- // Delete client mission cleanup group.
- if( isObject( ClientMissionCleanup ) )
- ClientMissionCleanup.delete();
-
- clearClientPaths();
-
- // Done.
- $Client::missionRunning = false;
-}
-
-//----------------------------------------------------------------------------
-// Mission start / end events sent from the server
-//----------------------------------------------------------------------------
-
-function clientCmdMissionStart(%seq)
-{
- clientStartMission();
- $Client::missionSeq = %seq;
-}
-
-function clientCmdMissionEnd( %seq )
-{
- if( $Client::missionRunning && $Client::missionSeq == %seq )
- {
- clientEndMission();
- $Client::missionSeq = -1;
- }
-}
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/client/message.cs b/Templates/BaseGame/game/data/clientServer/scripts/client/message.cs
deleted file mode 100644
index c532d50d9..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/client/message.cs
+++ /dev/null
@@ -1,94 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-//-----------------------------------------------------------------------------
-// Functions that process commands sent from the server.
-
-// Game event descriptions, which may or may not include text messages, can be
-// sent using the message* functions in core/scripts/server/message.cs. Those
-// functions do commandToClient with the tag ServerMessage, which invokes the
-// function below.
-
-// For ServerMessage messages, the client can install callbacks that will be
-// run, according to the "type" of the message.
-
-function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
-{
- // Get the message type; terminates at any whitespace.
- %tag = getWord(%msgType, 0);
-
- // First see if there is a callback installed that doesn't have a type;
- // if so, that callback is always executed when a message arrives.
- for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) {
- call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
- }
-
- // Next look for a callback for this particular type of ServerMessage.
- if (%tag !$= "") {
- for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) {
- call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
- }
- }
-}
-
-// Called by the client to install a callback for a particular type of
-// ServerMessage.
-function addMessageCallback(%msgType, %func)
-{
- for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) {
- // If it already exists as a callback for this type,
- // nothing to do.
- if (%afunc $= %func) {
- return;
- }
- }
- // Set it up.
- $MSGCB[%msgType, %i] = %func;
-}
-
-// The following is the callback that will be executed for every ServerMessage,
-// because we're going to install it without a specified type. Any type-
-// specific callbacks will be executed afterward.
-
-// This just invokes onServerMessage, which can be overridden by the game
-function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i)
-{
- echo("onServerMessage: ");
- if(%a !$= "") echo(" +- a: " @ %a);
- if(%b !$= "") echo(" +- b: " @ %b);
- if(%c !$= "") echo(" +- c: " @ %c);
- if(%d !$= "") echo(" +- d: " @ %d);
- if(%e !$= "") echo(" +- e: " @ %e);
- if(%f !$= "") echo(" +- f: " @ %f);
- if(%g !$= "") echo(" +- g: " @ %g);
- if(%h !$= "") echo(" +- h: " @ %h);
- if(%i !$= "") echo(" +- i: " @ %i);
-}
-
-function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
-{
- onServerMessage(detag(%msgString));
-}
-
-// Register that default message handler now.
-addMessageCallback("", defaultMessageCallback);
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/audio.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/audio.cs
deleted file mode 100644
index 67b2fbf5e..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/audio.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-
-function ServerPlay2D(%profile)
-{
- // Play the given sound profile on every client.
- // The sounds will be transmitted as an event, not attached to any object.
- for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
- ClientGroup.getObject(%idx).play2D(%profile);
-}
-
-function ServerPlay3D(%profile,%transform)
-{
- // Play the given sound profile at the given position on every client
- // The sound will be transmitted as an event, not attached to any object.
- for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
- ClientGroup.getObject(%idx).play3D(%profile,%transform);
-}
-
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/commands.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/commands.cs
deleted file mode 100644
index 85a08cc47..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/commands.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Misc. server commands avialable to clients
-//-----------------------------------------------------------------------------
-
-//----------------------------------------------------------------------------
-// Debug commands
-//----------------------------------------------------------------------------
-
-function serverCmdNetSimulateLag( %client, %msDelay, %packetLossPercent )
-{
- if ( %client.isAdmin )
- %client.setSimulatedNetParams( %packetLossPercent / 100.0, %msDelay );
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/connectionToClient.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/connectionToClient.cs
deleted file mode 100644
index 38709c971..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/connectionToClient.cs
+++ /dev/null
@@ -1,178 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-
-//-----------------------------------------------------------------------------
-// This script function is called before a client connection
-// is accepted. Returning "" will accept the connection,
-// anything else will be sent back as an error to the client.
-// All the connect args are passed also to onConnectRequest
-//
-function GameConnection::onConnectRequest( %client, %netAddress, %name )
-{
- echo("Connect request from: " @ %netAddress);
- if($Server::PlayerCount >= $pref::Server::MaxPlayers)
- return "CR_SERVERFULL";
- return "";
-}
-
-//-----------------------------------------------------------------------------
-// This script function is the first called on a client accept
-function GameConnection::onConnect( %this, %clientData )
-{
- // Send down the connection error info, the client is responsible for
- // displaying this message if a connection error occurs.
- messageClient(%this, 'MsgConnectionError', "", $Pref::Server::ConnectionError);
-
- // Send mission information to the client
- sendLoadInfoToClient(%this);
-
- // Simulated client lag for testing...
- // %client.setSimulatedNetParams(0.1, 30);
-
- // Get the client's unique id:
- // %authInfo = %client.getAuthInfo();
- // %client.guid = getField(%authInfo, 3);
- %this.guid = 0;
- addToServerGuidList(%this.guid);
-
- // Set admin status
- if (%this.getAddress() $= "local")
- {
- %this.isAdmin = true;
- %this.isSuperAdmin = true;
- }
- else
- {
- %this.isAdmin = false;
- %this.isSuperAdmin = false;
- }
-
- echo("CADD: "@ %this @" "@ %this.getAddress());
-
- // If the mission is running, go ahead download it to the client
- if ($missionRunning)
- {
- %this.loadMission();
- }
- else if ($Server::LoadFailMsg !$= "")
- {
- messageClient(%this, 'MsgLoadFailed', $Server::LoadFailMsg);
- }
-
- %this.connectData = %clientData;
-
- $Server::PlayerCount++;
-}
-
-//-----------------------------------------------------------------------------
-// A player's name could be obtained from the auth server, but for
-// now we use the one passed from the client.
-// %realName = getField( %authInfo, 0 );
-//
-function GameConnection::setPlayerName(%client,%name)
-{
- %client.sendGuid = 0;
-
- // Minimum length requirements
- %name = trim( strToPlayerName( %name ) );
- if ( strlen( %name ) < 3 )
- %name = "Poser";
-
- // Make sure the alias is unique, we'll hit something eventually
- if (!isNameUnique(%name))
- {
- %isUnique = false;
- for (%suffix = 1; !%isUnique; %suffix++) {
- %nameTry = %name @ "." @ %suffix;
- %isUnique = isNameUnique(%nameTry);
- }
- %name = %nameTry;
- }
-
- // Tag the name with the "smurf" color:
- %client.nameBase = %name;
- %client.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
-}
-
-function isNameUnique(%name)
-{
- %count = ClientGroup.getCount();
- for ( %i = 0; %i < %count; %i++ )
- {
- %test = ClientGroup.getObject( %i );
- %rawName = stripChars( detag( getTaggedString( %test.playerName ) ), "\cp\co\c6\c7\c8\c9" );
- if ( strcmp( %name, %rawName ) == 0 )
- return false;
- }
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// This function is called when a client drops for any reason
-//
-function GameConnection::onDrop(%client, %reason)
-{
- %entityIds = parseMissionGroupForIds("Entity", "");
- %entityCount = getWordCount(%entityIds);
-
- for(%i=0; %i < %entityCount; %i++)
- {
- %entity = getWord(%entityIds, %i);
-
- for(%e=0; %e < %entity.getCount(); %e++)
- {
- %child = %entity.getObject(%e);
- if(%child.getClassName() $= "Entity")
- %entityIds = %entityIds SPC %child.getID();
- }
-
- %entity.notify("onClientDisconnect", %client);
- }
-
- if($missionRunning)
- theLevelInfo.onClientLeaveGame();
-
- removeFromServerGuidList( %client.guid );
-
- $Server::PlayerCount--;
-}
-
-//-----------------------------------------------------------------------------
-
-function GameConnection::startMission(%this)
-{
- // Inform the client the mission starting
- commandToClient(%this, 'MissionStart', $missionSequence);
-}
-
-
-function GameConnection::endMission(%this)
-{
- // Inform the client the mission is done. Note that if this is
- // called as part of the server destruction routine, the client will
- // actually never see this comment since the client connection will
- // be destroyed before another round of command processing occurs.
- // In this case, the client will only see the disconnect from the server
- // and should manually trigger a mission cleanup.
- commandToClient(%this, 'MissionEnd', $missionSequence);
-}
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/defaults.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/defaults.cs
deleted file mode 100644
index 28f54b841..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/defaults.cs
+++ /dev/null
@@ -1,62 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//Firstly, set up our standard server prefs
-
-// List of master servers to query, each one is tried in order
-// until one responds
-$Pref::Server::RegionMask = 2;
-$pref::Master[0] = "2:master.garagegames.com:28002";
-
-// Information about the server
-$Pref::Server::Name = "Torque 3D Server";
-$Pref::Server::Info = "This is a Torque 3D server.";
-
-// The connection error message is transmitted to the client immediatly
-// on connection, if any further error occures during the connection
-// process, such as network traffic mismatch, or missing files, this error
-// message is display. This message should be replaced with information
-// usefull to the client, such as the url or ftp address of where the
-// latest version of the game can be obtained.
-$Pref::Server::ConnectionError =
- "You do not have the correct version of "@$appName@" or "@
- "the related art needed to play on this server, please contact "@
- "the server administrator.";
-
-// The network port is also defined by the client, this value
-// overrides pref::net::port for dedicated servers
-$Pref::Server::Port = 28000;
-
-// If the password is set, clients must provide it in order
-// to connect to the server
-$Pref::Server::Password = "";
-
-// Password for admin clients
-$Pref::Server::AdminPassword = "";
-
-// Misc server settings.
-$Pref::Server::MaxPlayers = 64;
-$Pref::Server::TimeLimit = 20; // In minutes
-$Pref::Server::KickBanTime = 300; // specified in seconds
-$Pref::Server::BanTime = 1800; // specified in seconds
-$Pref::Server::FloodProtectionEnabled = 1;
-$Pref::Server::MaxChatLen = 120;
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/kickban.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/kickban.cs
deleted file mode 100644
index f531d351b..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/kickban.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-
-function kick(%client)
-{
- messageAll( 'MsgAdminForce', '\c2The Admin has kicked %1.', %client.playerName);
-
- if (!%client.isAIControlled())
- BanList::add(%client.guid, %client.getAddress(), $Pref::Server::KickBanTime);
- %client.delete("You have been kicked from this server");
-}
-
-function ban(%client)
-{
- messageAll('MsgAdminForce', '\c2The Admin has banned %1.', %client.playerName);
-
- if (!%client.isAIControlled())
- BanList::add(%client.guid, %client.getAddress(), $Pref::Server::BanTime);
- %client.delete("You have been banned from this server");
-}
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/levelDownload.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/levelDownload.cs
deleted file mode 100644
index e33f80711..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/levelDownload.cs
+++ /dev/null
@@ -1,187 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Mission Loading
-// The server portion of the client/server mission loading process
-//-----------------------------------------------------------------------------
-//--------------------------------------------------------------------------
-// Loading Phases:
-// Phase 1: Transmit Datablocks
-// Transmit targets
-// Phase 2: Transmit Ghost Objects
-// Phase 3: Start Game
-//
-// The server invokes the client MissionStartPhase[1-3] function to request
-// permission to start each phase. When a client is ready for a phase,
-// it responds with MissionStartPhase[1-3]Ack.
-
-//----------------------------------------------------------------------------
-// Phase 1
-//----------------------------------------------------------------------------
-function GameConnection::loadMission(%this)
-{
- // Send over the information that will display the server info
- // when we learn it got there, we'll send the data blocks
- %this.currentPhase = 0;
- if (%this.isAIControlled())
- {
- // Cut to the chase...
- theLevelInfo.onEnterGame(%this);
- }
- else
- {
- commandToClient(%this, 'MissionStartPhase1', $missionSequence, $Server::MissionFile);
-
- echo("*** Sending mission load to client: " @ $Server::MissionFile);
- }
-}
-
-function serverCmdMissionStartPhase1Ack(%client, %seq)
-{
- // Make sure to ignore calls from a previous mission load
- if (%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 0)
- return;
-
- %client.currentPhase = 1;
-
- // Start with the CRC
- %client.setMissionCRC( $missionCRC );
-
- // Send over the datablocks...
- // OnDataBlocksDone will get called when have confirmation
- // that they've all been received.
- %client.transmitDataBlocks($missionSequence);
-}
-
-function GameConnection::onDataBlocksDone( %this, %missionSequence )
-{
- // Make sure to ignore calls from a previous mission load
- if (%missionSequence != $missionSequence || %this.currentPhase != 1)
- return;
-
- %this.currentPhase = 1.5;
-
- // On to the next phase
- commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile);
-}
-
-//----------------------------------------------------------------------------
-// Phase 2
-//----------------------------------------------------------------------------
-function serverCmdMissionStartPhase2Ack(%client, %seq)
-{
- // Make sure to ignore calls from a previous mission load
- if (%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 1.5)
- return;
-
- %client.currentPhase = 2;
-
- // Update mod paths, this needs to get there before the objects.
- %client.transmitPaths();
-
- // Start ghosting objects to the client
- %client.activateGhosting();
-}
-
-function GameConnection::clientWantsGhostAlwaysRetry(%client)
-{
- if($MissionRunning)
- %client.activateGhosting();
-}
-
-function GameConnection::onGhostAlwaysFailed(%client)
-{
-}
-
-function GameConnection::onGhostAlwaysObjectsReceived(%client)
-{
- // Ready for next phase.
- commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile);
-}
-
-//----------------------------------------------------------------------------
-// Phase 3
-//----------------------------------------------------------------------------
-function serverCmdMissionStartPhase3Ack(%client, %seq)
-{
- // Make sure to ignore calls from a previous mission load
- if(%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 2)
- return;
-
- %client.currentPhase = 3;
-
- // Server is ready to drop into the game
- %entityIds = parseMissionGroupForIds("Entity", "");
- %entityCount = getWordCount(%entityIds);
-
- for(%i=0; %i < %entityCount; %i++)
- {
- %entity = getWord(%entityIds, %i);
-
- for(%e=0; %e < %entity.getCount(); %e++)
- {
- %child = %entity.getObject(%e);
- if(%child.getCLassName() $= "Entity")
- %entityIds = %entityIds SPC %child.getID();
- }
-
- %entity.notify("onClientConnect", %client);
- }
-
- //Have any special game-play handling here
- if(theLevelInfo.isMethod("onClientEnterGame"))
- {
- theLevelInfo.onClientEnterGame(%client);
- }
- else
- {
- //No Game mode class for the level info, so just spawn a default camera
- // Set the control object to the default camera
- if (!isObject(%client.camera))
- {
- if(!isObject(Observer))
- {
- datablock CameraData(Observer)
- {
- mode = "Observer";
- };
- }
-
- //if (isDefined("$Game::DefaultCameraClass"))
- %client.camera = spawnObject("Camera", Observer);
- }
-
- // If we have a camera then set up some properties
- if (isObject(%client.camera))
- {
- MissionCleanup.add( %this.camera );
- %client.camera.scopeToClient(%client);
-
- %client.setControlObject(%client.camera);
-
- %client.camera.setTransform("0 0 1 0 0 0 0");
- }
- }
-
- %client.startMission();
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/levelInfo.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/levelInfo.cs
deleted file mode 100644
index 51df91204..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/levelInfo.cs
+++ /dev/null
@@ -1,197 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Loading info is text displayed on the client side while the mission
-// is being loaded. This information is extracted from the mission file
-// and sent to each the client as it joins.
-//------------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// clearLoadInfo
-//
-// Clears the mission info stored
-//------------------------------------------------------------------------------
-function clearLoadInfo()
-{
- if (isObject(theLevelInfo))
- theLevelInfo.delete();
-}
-
-//------------------------------------------------------------------------------
-// buildLoadInfo
-//
-// Extract the map description from the .mis file
-//------------------------------------------------------------------------------
-function buildLoadInfo( %mission )
-{
- clearLoadInfo();
-
- %infoObject = "";
- %file = new FileObject();
-
- if ( %file.openForRead( %mission ) ) {
- %inInfoBlock = false;
-
- while ( !%file.isEOF() ) {
- %line = %file.readLine();
- %line = trim( %line );
-
- if( %line $= "new ScriptObject(MissionInfo) {" )
- %inInfoBlock = true;
- else if( %line $= "new LevelInfo(theLevelInfo) {" )
- %inInfoBlock = true;
- else if( %inInfoBlock && %line $= "};" ) {
- %inInfoBlock = false;
- %infoObject = %infoObject @ %line;
- break;
- }
-
- if( %inInfoBlock )
- %infoObject = %infoObject @ %line @ " ";
- }
-
- %file.close();
- }
- else
- error("Level file " @ %mission @ " not found.");
-
- // Will create the object "MissionInfo"
- eval( %infoObject );
- %file.delete();
-}
-
-//------------------------------------------------------------------------------
-// dumpLoadInfo
-//
-// Echo the mission information to the console
-//------------------------------------------------------------------------------
-function dumpLoadInfo()
-{
- echo( "Level Name: " @ theLevelInfo.name );
- echo( "Level Description:" );
-
- for( %i = 0; theLevelInfo.desc[%i] !$= ""; %i++ )
- echo (" " @ theLevelInfo.desc[%i]);
-}
-
-//------------------------------------------------------------------------------
-// sendLoadInfoToClient
-//
-// Sends mission description to the client
-//------------------------------------------------------------------------------
-function sendLoadInfoToClient( %client )
-{
- messageClient( %client, 'MsgLoadInfo', "", theLevelInfo.levelName );
-
- // Send Mission Description a line at a time
- for( %i = 0; theLevelInfo.desc[%i] !$= ""; %i++ )
- messageClient( %client, 'MsgLoadDescripition', "", theLevelInfo.desc[%i] );
-
- messageClient( %client, 'MsgLoadInfoDone' );
-}
-
-// A function used in order to easily parse the MissionGroup for classes . I'm pretty
-// sure at this point the function can be easily modified to search the any group as well.
-function parseMissionGroup( %className, %childGroup )
-{
- if( getWordCount( %childGroup ) == 0)
- %currentGroup = "MissionGroup";
- else
- %currentGroup = %childGroup;
-
- for(%i = 0; %i < (%currentGroup).getCount(); %i++)
- {
- if( (%currentGroup).getObject(%i).getClassName() $= %className )
- return true;
-
- if( (%currentGroup).getObject(%i).getClassName() $= "SimGroup" )
- {
- if( parseMissionGroup( %className, (%currentGroup).getObject(%i).getId() ) )
- return true;
- }
- }
-}
-
-//
-function parseMissionGroupForIds( %className, %childGroup )
-{
- if( getWordCount( %childGroup ) == 0)
- %currentGroup = $Game::MissionGroup;
- else
- %currentGroup = %childGroup;
-
- for(%i = 0; %i < (%currentGroup).getCount(); %i++)
- {
- if( (%currentGroup).getObject(%i).getClassName() $= %className )
- %classIds = %classIds @ (%currentGroup).getObject(%i).getId() @ " ";
-
- if( (%currentGroup).getObject(%i).getClassName() $= "SimGroup" )
- %classIds = %classIds @ parseMissionGroupForIds( %className, (%currentGroup).getObject(%i).getId());
- }
- return %classIds;
-}
-
-function getLevelInfo( %missionFile )
-{
- clearLoadInfo();
-
- %file = new FileObject();
-
- %LevelInfoObject = "";
-
- if ( %file.openForRead( %missionFile ) ) {
- %inInfoBlock = false;
-
- while ( !%file.isEOF() ) {
- %line = %file.readLine();
- %line = trim( %line );
-
- if( %line $= "new ScriptObject(LevelInfo) {" )
- %inInfoBlock = true;
- else if( %line $= "new LevelInfo(theLevelInfo) {" )
- %inInfoBlock = true;
- else if( %inInfoBlock && %line $= "};" ) {
- %inInfoBlock = false;
- %LevelInfoObject = %LevelInfoObject @ %line;
- break;
- }
-
- if( %inInfoBlock )
- %LevelInfoObject = %LevelInfoObject @ %line @ " ";
- }
-
- %file.close();
- }
- %file.delete();
-
- if( %LevelInfoObject !$= "" )
- {
- %LevelInfoObject = "%LevelInfoObject = " @ %LevelInfoObject;
- eval( %LevelInfoObject );
-
- return %LevelInfoObject;
- }
-
- // Didn't find our LevelInfo
- return 0;
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/levelLoad.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/levelLoad.cs
deleted file mode 100644
index 92801318d..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/levelLoad.cs
+++ /dev/null
@@ -1,181 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Mission Loading
-// The server portion of the client/server mission loading process
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// Server mission loading
-//-----------------------------------------------------------------------------
-// On every mission load except the first, there is a pause after
-// the initial mission info is downloaded to the client.
-$MissionLoadPause = 5000;
-
-//-----------------------------------------------------------------------------
-//This is the first call made by the server to kick the loading process off
-function loadMission( %missionName, %isFirstMission )
-{
- endMission();
- echo("*** LOADING MISSION: " @ %missionName);
- echo("*** Stage 1 load");
-
- // increment the mission sequence (used for ghost sequencing)
- $missionSequence++;
- $missionRunning = false;
- $Server::MissionFile = %missionName;
- $Server::LoadFailMsg = "";
-
- // Extract mission info from the mission file,
- // including the display name and stuff to send
- // to the client.
- buildLoadInfo( %missionName );
-
- // Download mission info to the clients
- %count = ClientGroup.getCount();
- for( %cl = 0; %cl < %count; %cl++ )
- {
- %client = ClientGroup.getObject( %cl );
-
- if (!%client.isAIControlled())
- sendLoadInfoToClient(%client);
- }
-
- // Now that we've sent the LevelInfo to the clients
- // clear it so that it won't conflict with the actual
- // LevelInfo loaded in the level
- clearLoadInfo();
-
- // if this isn't the first mission, allow some time for the server
- // to transmit information to the clients:
- if( %isFirstMission || $Server::ServerType $= "SinglePlayer" )
- loadMissionStage2();
- else
- schedule( $MissionLoadPause, ServerGroup, loadMissionStage2 );
-}
-
-//-----------------------------------------------------------------------------
-
-function loadMissionStage2()
-{
- echo("*** Stage 2 load");
-
- // Create the mission group off the ServerGroup
- $instantGroup = ServerGroup;
-
- // Make sure the mission exists
- %file = $Server::MissionFile;
-
- if( !isFile( %file ) )
- {
- $Server::LoadFailMsg = "Could not find mission \"" @ %file @ "\"";
- }
- else
- {
- // Calculate the mission CRC. The CRC is used by the clients
- // to caching mission lighting.
- $missionCRC = getFileCRC( %file );
-
- // Exec the mission. The MissionGroup (loaded components) is added to the ServerGroup
- exec(%file);
-
- if( !isObject(MissionGroup) )
- {
- $Server::LoadFailMsg = "No 'MissionGroup' found in mission \"" @ %file @ "\".";
- }
- }
-
- if( $Server::LoadFailMsg !$= "" )
- {
- // Inform clients that are already connected
- for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
- messageClient(ClientGroup.getObject(%clientIndex), 'MsgLoadFailed', $Server::LoadFailMsg);
- return;
- }
-
- // Set mission name.
- if( isObject( theLevelInfo ) )
- $Server::MissionName = theLevelInfo.levelName;
-
- // Mission cleanup group. This is where run time components will reside. The MissionCleanup
- // group will be added to the ServerGroup.
- new SimGroup( MissionCleanup );
-
- // Make the MissionCleanup group the place where all new objects will automatically be added.
- $instantGroup = MissionCleanup;
-
- // Construct MOD paths
- pathOnMissionLoadDone();
-
- // Mission loading done...
- echo("*** Mission loaded");
-
- // Start all the clients in the mission
- $missionRunning = true;
- for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
- ClientGroup.getObject(%clientIndex).loadMission();
-
- // Go ahead and launch the game
- if(TheLevelInfo.isMethod("onMissionStart"))
- TheLevelInfo.onMissionStart();
-}
-
-function endMission()
-{
- if (!isObject( MissionGroup ))
- return;
-
- echo("*** ENDING MISSION");
-
- // Inform the game code we're done.
- TheLevelInfo.onMissionEnded();
-
- // Inform the clients
- for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
- // clear ghosts and paths from all clients
- %cl = ClientGroup.getObject( %clientIndex );
- %cl.endMission();
- %cl.resetGhosting();
- %cl.clearPaths();
- }
-
- // Delete everything
- MissionGroup.delete();
- MissionCleanup.delete();
-
- clearServerPaths();
-}
-
-function resetMission()
-{
- echo("*** MISSION RESET");
-
- // Remove any temporary mission objects
- MissionCleanup.delete();
- $instantGroup = ServerGroup;
- new SimGroup( MissionCleanup );
- $instantGroup = MissionCleanup;
-
- clearServerPaths();
- //
- TheLevelInfo.onMissionReset();
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/message.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/message.cs
deleted file mode 100644
index ebb1165aa..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/message.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-function messageClient(%client, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13)
-{
- commandToClient(%client, 'ServerMessage', %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13);
-}
-
-function messageAll(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13)
-{
- %count = ClientGroup.getCount();
- for(%cl = 0; %cl < %count; %cl++)
- {
- %client = ClientGroup.getObject(%cl);
- messageClient(%client, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13);
- }
-}
-
-function messageAllExcept(%client, %team, %msgtype, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13)
-{
- //can exclude a client, a team or both. A -1 value in either field will ignore that exclusion, so
- //messageAllExcept(-1, -1, $Mesblah, 'Blah!'); will message everyone (since there shouldn't be a client -1 or client on team -1).
- %count = ClientGroup.getCount();
- for(%cl= 0; %cl < %count; %cl++)
- {
- %recipient = ClientGroup.getObject(%cl);
- if((%recipient != %client) && (%recipient.team != %team))
- messageClient(%recipient, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10, %a11, %a12, %a13);
- }
-}
\ No newline at end of file
diff --git a/Templates/BaseGame/game/data/clientServer/scripts/server/server.cs b/Templates/BaseGame/game/data/clientServer/scripts/server/server.cs
deleted file mode 100644
index 9f30ecf5d..000000000
--- a/Templates/BaseGame/game/data/clientServer/scripts/server/server.cs
+++ /dev/null
@@ -1,303 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function initServer()
-{
- echo("\n--------- Initializing " @ $appName @ ": Server Scripts ---------");
-
- //load prefs
-
- //Force-load the defaults just so we don't have any mistakes
- exec( "data/clientServer/scripts/server/defaults.cs" );
-
- //Then, if the user has saved preferences, we load those over-top the defaults
- %prefPath = getPrefpath();
- if ( isFile( %prefPath @ "/serverPrefs.cs" ) )
- exec( %prefPath @ "/serverPrefs.cs" );
-
- exec( "data/clientServer/scripts/server/audio.cs" );
- exec( "data/clientServer/scripts/server/commands.cs" );
- exec( "data/clientServer/scripts/server/kickban.cs" );
- exec( "data/clientServer/scripts/server/message.cs" );
- exec( "data/clientServer/scripts/server/levelDownload.cs" );
- exec( "data/clientServer/scripts/server/levelLoad.cs" );
- exec( "data/clientServer/scripts/server/levelInfo.cs" );
- exec( "data/clientServer/scripts/server/connectionToClient.cs" );
-
- // Server::Status is returned in the Game Info Query and represents the
- // current status of the server. This string sould be very short.
- $Server::Status = "Unknown";
-
- // Turn on testing/debug script functions
- $Server::TestCheats = false;
-
- // Specify where the mission files are.
- $Server::MissionFileSpec = "data/levels/*.mis";
-}
-
-//-----------------------------------------------------------------------------
-function initDedicated()
-{
- enableWinConsole(true);
- echo("\n--------- Starting Dedicated Server ---------");
-
- // Make sure this variable reflects the correct state.
- $Server::Dedicated = true;
-
- // The server isn't started unless a mission has been specified.
- if ($missionArg !$= "") {
- createServer("MultiPlayer", $missionArg);
- }
- else
- echo("No mission specified (use -mission filename)");
-}
-
-/// Attempt to find an open port to initialize the server with
-function portInit(%port)
-{
- %failCount = 0;
- while(%failCount < 10 && !setNetPort(%port))
- {
- echo("Port init failed on port " @ %port @ " trying next port.");
- %port++; %failCount++;
- }
-}
-
-/// Create a server of the given type, load the given level, and then
-/// create a local client connection to the server.
-//
-/// @return true if successful.
-function createAndConnectToLocalServer( %serverType, %level )
-{
- if( !createServer( %serverType, %level ) )
- return false;
-
- %conn = new GameConnection( ServerConnection );
- RootGroup.add( ServerConnection );
-
- %conn.setConnectArgs( $pref::Player::Name );
- %conn.setJoinPassword( $Client::Password );
-
- %result = %conn.connectLocal();
- if( %result !$= "" )
- {
- %conn.delete();
- destroyServer();
-
- MessageBoxOK("Error starting local server!", "There was an error when trying to connect to the local server.");
-
- if(isObject(MainMenuGui))
- Canvas.setContent(MainMenuGui);
-
- return false;
- }
-
- return true;
-}
-
-/// Create a server with either a "SinglePlayer" or "MultiPlayer" type
-/// Specify the level to load on the server
-function createServer(%serverType, %level)
-{
- // Increase the server session number. This is used to make sure we're
- // working with the server session we think we are.
- $Server::Session++;
-
- if (%level $= "")
- {
- error("createServer(): level name unspecified");
- return false;
- }
-
- // Make sure our level name is relative so that it can send
- // across the network correctly
- %level = makeRelativePath(%level, getWorkingDirectory());
-
- destroyServer();
-
- $missionSequence = 0;
- $Server::PlayerCount = 0;
- $Server::ServerType = %serverType;
- $Server::LoadFailMsg = "";
- $Physics::isSinglePlayer = true;
-
- // Setup for multi-player, the network must have been
- // initialized before now.
- if (%serverType $= "MultiPlayer")
- {
- $Physics::isSinglePlayer = false;
-
- echo("Starting multiplayer mode");
-
- // Make sure the network port is set to the correct pref.
- portInit($Pref::Server::Port);
- allowConnections(true);
-
- if ($pref::Net::DisplayOnMaster !$= "Never" )
- schedule(0,0,startHeartbeat);
- }
-
- // Let the game initialize some things now that the
- // the server has been created
- onServerCreated();
-
- loadMission(%level, true);
-
- $Game::running = true;
-
- return true;
-}
-
-function onServerCreated()
-{
- // Server::GameType is sent to the master server.
- // This variable should uniquely identify your game and/or mod.
- $Server::GameType = $appName;
-
- // Server::MissionType sent to the master server. Clients can
- // filter servers based on mission type.
- // $Server::MissionType = "Deathmatch";
-
- // GameStartTime is the sim time the game started. Used to calculated
- // game elapsed time.
- $Game::StartTime = 0;
-
- // Create the server physics world.
- physicsInitWorld( "server" );
-
- physicsStartSimulation("server");
-
- %cnt = DatablockFilesList.count();
-
- loadDatablockFiles( DatablockFilesList, true );
-
- %cnt = DatablockFilesList.count();
-
- // Keep track of when the game started
- $Game::StartTime = $Sim::Time;
-}
-
-/// Shut down the server
-function destroyServer()
-{
- $Server::ServerType = "";
- $Server::Running = false;
-
- allowConnections(false);
- stopHeartbeat();
- $missionRunning = false;
-
- // End any running levels and shut down the physics sim
- onServerDestroyed();
-
- //physicsDestroy();
-
- // Delete all the server objects
- if (isObject(ServerGroup))
- ServerGroup.delete();
-
- // Delete all the connections:
- while (ClientGroup.getCount())
- {
- %client = ClientGroup.getObject(0);
- %client.delete();
- }
-
- $Server::GuidList = "";
-
- // Delete all the data blocks...
- deleteDataBlocks();
-
- // Save any server settings
- %prefPath = getPrefpath();
- echo( "Exporting server prefs..." );
- export( "$Pref::Server::*", %prefPath@"/serverPrefs.cs", false );
-
- BanList::Export(%prefPath@"/banlist.cs");
-
- // Increase the server session number. This is used to make sure we're
- // working with the server session we think we are.
- $Server::Session++;
-}
-
-function onServerDestroyed()
-{
- physicsStopSimulation("server");
-
- if (!isObject( MissionGroup ))
- return;
-
- echo("*** ENDING MISSION");
-
- // Inform the game code we're done.
- if(TheLevelInfo.isMethod("onMissionEnded"))
- TheLevelInfo.onMissionEnded();
-
- // Inform the clients
- for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
- // clear ghosts and paths from all clients
- %cl = ClientGroup.getObject( %clientIndex );
- %cl.endMission();
- %cl.resetGhosting();
- %cl.clearPaths();
- }
-
- // Delete everything
- MissionGroup.delete();
- MissionCleanup.delete();
-
- clearServerPaths();
-}
-
-/// Guid list maintenance functions
-function addToServerGuidList( %guid )
-{
- %count = getFieldCount( $Server::GuidList );
- for ( %i = 0; %i < %count; %i++ )
- {
- if ( getField( $Server::GuidList, %i ) == %guid )
- return;
- }
-
- $Server::GuidList = $Server::GuidList $= "" ? %guid : $Server::GuidList TAB %guid;
-}
-
-function removeFromServerGuidList( %guid )
-{
- %count = getFieldCount( $Server::GuidList );
- for ( %i = 0; %i < %count; %i++ )
- {
- if ( getField( $Server::GuidList, %i ) == %guid )
- {
- $Server::GuidList = removeField( $Server::GuidList, %i );
- return;
- }
- }
-}
-
-/// When the server is queried for information, the value of this function is
-/// returned as the status field of the query packet. This information is
-/// accessible as the ServerInfo::State variable.
-function onServerInfoQuery()
-{
- return "Doing Ok";
-}
\ No newline at end of file