brings empty up to date for core and shader dirs

This commit is contained in:
Azaezel 2016-12-27 10:27:25 -06:00
parent 38bf2b8175
commit 13c57e6562
4 changed files with 19 additions and 18 deletions

View file

@ -62,6 +62,7 @@ singleton PostEffect( FogPostFx )
renderPriority = 5;
targetFormat = getBestHDRFormat();
isEnabled = true;
};

View file

@ -33,7 +33,7 @@ function initRenderManager()
{
enabled = "false";
format = "GFXFormatR16G16B16A16F";
format = getBestHDRFormat();
depthFormat = "GFXFormatD24S8";
aaLevel = 0; // -1 = match backbuffer
@ -59,7 +59,7 @@ function initRenderManager()
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; } );

View file

@ -138,13 +138,13 @@ mat3x3 quatToMat( vec4 quat )
///
vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
{
float depth = texture( texMap, texCoord ).a;
vec2 offset = negViewTS.xy * vec2( depth * 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 ) * 0.5;
offset = negViewTS.xy * vec2( depth * depthScale );
depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
}
return offset;
@ -153,13 +153,13 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
/// 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;
vec2 offset = negViewTS.xy * vec2(depth * 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) * 0.5;
offset = negViewTS.xy * vec2(depth * depthScale);
depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
}
return offset;

View file

@ -140,13 +140,13 @@ float3x3 quatToMat( float4 quat )
///
float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
{
float depth = TORQUE_TEX2D(texMap, texCoord).a;
float2 offset = negViewTS.xy * (depth * 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) * 0.5;
offset = negViewTS.xy * (depth * depthScale);
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
}
return offset;
@ -155,13 +155,13 @@ float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewT
/// 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;
float2 offset = negViewTS.xy * (depth * 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) * 0.5;
offset = negViewTS.xy * (depth * depthScale);
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
}
return offset;