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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
brings empty up to date for core and shader dirs
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38bf2b8175
commit
13c57e6562
4 changed files with 19 additions and 18 deletions
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@ -62,6 +62,7 @@ singleton PostEffect( FogPostFx )
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renderPriority = 5;
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targetFormat = getBestHDRFormat();
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isEnabled = true;
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};
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@ -33,7 +33,7 @@ function initRenderManager()
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{
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enabled = "false";
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format = "GFXFormatR16G16B16A16F";
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format = getBestHDRFormat();
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depthFormat = "GFXFormatD24S8";
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aaLevel = 0; // -1 = match backbuffer
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@ -59,7 +59,7 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } );
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DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin) { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } );
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@ -138,13 +138,13 @@ mat3x3 quatToMat( vec4 quat )
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///
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vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
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{
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float depth = texture( texMap, texCoord ).a;
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vec2 offset = negViewTS.xy * vec2( depth * depthScale );
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float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
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vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
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for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
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{
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depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
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offset = negViewTS.xy * vec2( depth * depthScale );
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depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
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offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
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}
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return offset;
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@ -153,13 +153,13 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
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/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
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vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
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{
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float depth = texture(texMap, texCoord).r;
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vec2 offset = negViewTS.xy * vec2(depth * depthScale);
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float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
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vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * vec2(depth * depthScale);
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depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
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offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
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}
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return offset;
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@ -140,13 +140,13 @@ float3x3 quatToMat( float4 quat )
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///
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float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
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{
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float depth = TORQUE_TEX2D(texMap, texCoord).a;
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float2 offset = negViewTS.xy * (depth * depthScale);
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float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
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float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
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offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
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}
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return offset;
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@ -155,13 +155,13 @@ float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewT
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/// Same as parallaxOffset but for dxtnm where depth is stored in the red channel instead of the alpha
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float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
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{
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float depth = TORQUE_TEX2D(texMap, texCoord).r;
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float2 offset = negViewTS.xy * (depth * depthScale);
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float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
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float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
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offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
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}
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return offset;
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