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; renderPriority = 5;
targetFormat = getBestHDRFormat();
isEnabled = true; isEnabled = true;
}; };

View file

@ -33,7 +33,7 @@ function initRenderManager()
{ {
enabled = "false"; enabled = "false";
format = "GFXFormatR16G16B16A16F"; format = getBestHDRFormat();
depthFormat = "GFXFormatD24S8"; depthFormat = "GFXFormatD24S8";
aaLevel = 0; // -1 = match backbuffer 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 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 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(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 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(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 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 ) vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
{ {
float depth = texture( texMap, texCoord ).a; float depth = texture( texMap, texCoord ).a/(PARALLAX_REFINE_STEPS*2);
vec2 offset = negViewTS.xy * vec2( depth * depthScale ); vec2 offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ ) for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
{ {
depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5; depth = ( depth + texture( texMap, texCoord + offset ).a )/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2( depth * depthScale ); offset = negViewTS.xy * vec2( depth * depthScale )/vec2(PARALLAX_REFINE_STEPS*2);
} }
return offset; 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 /// 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) vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
{ {
float depth = texture(texMap, texCoord).r; float depth = texture(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
vec2 offset = negViewTS.xy * vec2(depth * depthScale); vec2 offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{ {
depth = (depth + texture(texMap, texCoord + offset).r) * 0.5; depth = (depth + texture(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * vec2(depth * depthScale); offset = negViewTS.xy * vec2(depth * depthScale)/vec2(PARALLAX_REFINE_STEPS*2);
} }
return offset; return offset;

View file

@ -140,13 +140,13 @@ float3x3 quatToMat( float4 quat )
/// ///
float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale) float2 parallaxOffset(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
{ {
float depth = TORQUE_TEX2D(texMap, texCoord).a; float depth = TORQUE_TEX2D(texMap, texCoord).a/(PARALLAX_REFINE_STEPS*2);
float2 offset = negViewTS.xy * (depth * depthScale); float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{ {
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a) * 0.5; depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).a)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale); offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS);
} }
return offset; 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 /// 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) float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 negViewTS, float depthScale)
{ {
float depth = TORQUE_TEX2D(texMap, texCoord).r; float depth = TORQUE_TEX2D(texMap, texCoord).r/(PARALLAX_REFINE_STEPS*2);
float2 offset = negViewTS.xy * (depth * depthScale); float2 offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{ {
depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r) * 0.5; depth = (depth + TORQUE_TEX2D(texMap, texCoord + offset).r)/(PARALLAX_REFINE_STEPS*2);
offset = negViewTS.xy * (depth * depthScale); offset = negViewTS.xy * (depth * depthScale)/(PARALLAX_REFINE_STEPS*2);
} }
return offset; return offset;