Adds visualizers for various types of colorblindness to help calibrate scene's visual clarity given certain vision impairments.

(Also corrects some erroneous pathing in the other render visualizers to match)
This commit is contained in:
Areloch 2019-02-23 20:28:59 -06:00
parent 775ca57047
commit 1f58050e47
21 changed files with 413 additions and 87 deletions

View file

@ -1,80 +1,83 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<EditorSettings>
<Group name="AxisGizmo">
<Setting name="axisGizmoMaxScreenLen">100</Setting>
<Setting name="snapRotations">0</Setting>
<Setting name="mouseScaleScalar">0.8</Setting>
<Setting name="renderInfoText">1</Setting>
<Setting name="rotationSnap">15</Setting>
<Setting name="mouseRotateScalar">0.8</Setting>
<Setting name="renderWhenUsed">0</Setting>
<Group name="Grid">
<Setting name="planeDim">500</Setting>
<Setting name="gridColor">255 255 255 20</Setting>
<Setting name="snapToGrid">0</Setting>
<Setting name="renderPlaneHashes">0</Setting>
<Setting name="gridSize">10 10 10</Setting>
<Setting name="renderPlane">0</Setting>
</Group>
</Group>
<Group name="WorldEditor">
<Setting name="dropType">screenCenter</Setting>
<Setting name="forceLoadDAE">0</Setting>
<Setting name="orthoFOV">50</Setting>
<Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
<Setting name="undoLimit">40</Setting>
<Setting name="displayType">6</Setting>
<Setting name="orthoShowGrid">1</Setting>
<Group name="Tools">
<Setting name="snapSoft">0</Setting>
<Setting name="boundingBoxCollision">0</Setting>
<Setting name="snapGround">0</Setting>
<Setting name="dropAtScreenCenterMax">100</Setting>
<Setting name="snapSoftSize">2</Setting>
<Setting name="dropAtScreenCenterScalar">1</Setting>
<Setting name="objectsUseBoxCenter">1</Setting>
</Group>
<Group name="Docs">
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
</Group>
<Group name="Grid">
<Setting name="gridOriginColor">255 255 255 100</Setting>
<Setting name="gridSize">1</Setting>
<Setting name="gridColor">102 102 102 100</Setting>
<Setting name="gridMinorColor">51 51 51 100</Setting>
<Setting name="gridSnap">0</Setting>
</Group>
<Group name="Images">
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
</Group>
<Group name="Render">
<Setting name="showMousePopupInfo">1</Setting>
<Setting name="renderObjHandle">1</Setting>
<Setting name="renderSelectionBox">1</Setting>
<Setting name="renderPopupBackground">1</Setting>
<Setting name="renderObjText">1</Setting>
</Group>
<Setting name="forceLoadDAE">0</Setting>
<Setting name="currentEditor">WorldEditorInspectorPlugin</Setting>
<Setting name="displayType">6</Setting>
<Setting name="dropType">screenCenter</Setting>
<Setting name="orthoFOV">50</Setting>
<Setting name="undoLimit">40</Setting>
<Group name="Color">
<Setting name="objMouseOverColor">0 255 0 255</Setting>
<Setting name="popupBackgroundColor">100 100 100 255</Setting>
<Setting name="objectTextColor">255 255 255 255</Setting>
<Setting name="objSelectColor">255 0 0 255</Setting>
<Setting name="selectionBoxColor">255 255 0 255</Setting>
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
<Setting name="objMouseOverColor">0 255 0 255</Setting>
<Setting name="objSelectColor">255 0 0 255</Setting>
<Setting name="dragRectColor">255 255 0 255</Setting>
<Setting name="objectTextColor">255 255 255 255</Setting>
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
<Setting name="popupBackgroundColor">100 100 100 255</Setting>
</Group>
<Group name="ObjectIcons">
<Setting name="fadeIconsStartDist">8</Setting>
<Setting name="fadeIcons">1</Setting>
<Setting name="fadeIconsEndAlpha">0</Setting>
<Setting name="fadeIconsStartAlpha">255</Setting>
<Setting name="fadeIconsEndDist">20</Setting>
<Setting name="fadeIconsStartAlpha">255</Setting>
<Setting name="fadeIconsEndAlpha">0</Setting>
<Setting name="fadeIcons">1</Setting>
</Group>
<Group name="Render">
<Setting name="showMousePopupInfo">1</Setting>
<Setting name="renderObjText">1</Setting>
<Setting name="renderSelectionBox">1</Setting>
<Setting name="renderPopupBackground">1</Setting>
<Setting name="renderObjHandle">1</Setting>
</Group>
<Group name="Grid">
<Setting name="gridOriginColor">255 255 255 100</Setting>
<Setting name="gridColor">102 102 102 100</Setting>
<Setting name="gridSnap">0</Setting>
<Setting name="gridSize">1</Setting>
<Setting name="gridMinorColor">51 51 51 100</Setting>
</Group>
<Group name="Docs">
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
</Group>
<Group name="Images">
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
</Group>
<Group name="Tools">
<Setting name="boundingBoxCollision">0</Setting>
<Setting name="snapSoftSize">2</Setting>
<Setting name="dropAtScreenCenterMax">100</Setting>
<Setting name="snapSoft">0</Setting>
<Setting name="objectsUseBoxCenter">1</Setting>
<Setting name="dropAtScreenCenterScalar">1</Setting>
<Setting name="snapGround">0</Setting>
</Group>
</Group>
<Group name="AxisGizmo">
<Setting name="renderInfoText">1</Setting>
<Setting name="mouseRotateScalar">0.8</Setting>
<Setting name="axisGizmoMaxScreenLen">100</Setting>
<Setting name="mouseScaleScalar">0.8</Setting>
<Setting name="rotationSnap">15</Setting>
<Setting name="renderWhenUsed">0</Setting>
<Setting name="snapRotations">0</Setting>
<Group name="Grid">
<Setting name="renderPlane">0</Setting>
<Setting name="planeDim">500</Setting>
<Setting name="snapToGrid">0</Setting>
<Setting name="gridSize">10 10 10</Setting>
<Setting name="gridColor">255 255 255 20</Setting>
<Setting name="renderPlaneHashes">0</Setting>
</Group>
</Group>
<Group name="NavEditor">
<Setting name="SpawnClass">AIPlayer</Setting>
</Group>
<Group name="LevelInformation">
<Setting name="levelsDirectory">data/FPSGameplay/levels</Setting>
@ -84,7 +87,4 @@
</Group>
</Group>
</Group>
<Group name="NavEditor">
<Setting name="SpawnClass">AIPlayer</Setting>
</Group>
</EditorSettings>

View file

@ -133,6 +133,15 @@ function initializeWorldEditor()
EVisibility.addOption( "Frustum Lock", "$Scene::lockCull", "" );
EVisibility.addOption( "Disable Zone Culling", "$Scene::disableZoneCulling", "" );
EVisibility.addOption( "Disable Terrain Occlusion", "$Scene::disableTerrainOcclusion", "" );
EVisibility.addOption( "Colorblindness: Protanopia", "$CBV_Protanopia", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Protanomaly", "$CBV_Protanomaly", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Deuteranopia", "$CBV_Deuteranopia", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Deuteranomaly", "$CBV_Deuteranomaly", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Tritanopia", "$CBV_Tritanopia", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Tritanomaly", "$CBV_Tritanomaly", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Achromatopsia", "$CBV_Achromatopsia", "toggleColorBlindnessViz" );
EVisibility.addOption( "Colorblindness: Achromatomaly", "$CBV_Achromatomaly", "toggleColorBlindnessViz" );
}
function destroyWorldEditor()

View file

@ -367,3 +367,81 @@ function toggleBackbufferViz( %enable )
else if ( !%enable )
AL_DeferredShading.enable();
}
function toggleColorBlindnessViz( %enable )
{
if ( %enable $= "" )
{
$CBV_Protanopia = ColorBlindnessVisualize.isEnabled() ? false : true;
ColorBlindnessVisualize.toggle();
}
else if ( %enable )
ColorBlindnessVisualize.enable();
else if ( !%enable )
ColorBlindnessVisualize.disable();
}
new ShaderData( ColorBlindnessVisualizeShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.glsl";
samplerNames[0] = "$backBuffer";
pixVersion = 2.0;
};
singleton PostEffect( ColorBlindnessVisualize )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
shader = ColorBlindnessVisualizeShader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
target = "$backBuffer";
renderPriority = 10;
};
function ColorBlindnessVisualize::setShaderConsts(%this)
{
%mode = 0;
if($CBV_Protanopia)
%mode = 1;
else if($CBV_Protanomaly)
%mode = 2;
else if($CBV_Deuteranopia)
%mode = 3;
else if($CBV_Deuteranomaly)
%mode = 4;
else if($CBV_Tritanopia)
%mode = 5;
else if($CBV_Tritanomaly)
%mode = 6;
else if($CBV_Achromatopsia)
%mode = 7;
else if($CBV_Achromatomaly)
%mode = 8;
%this.setShaderConst("$mode", %mode);
}
function ColorBlindnessVisualize::onEnabled( %this )
{
AL_NormalsVisualize.disable();
AL_DepthVisualize.disable();
AL_LightSpecularVisualize.disable();
AL_LightColorVisualize.disable();
$AL_NormalsVisualizeVar = false;
$AL_DepthVisualizeVar = false;
$AL_LightSpecularVisualizeVar = false;
$AL_LightColorVisualizeVar = false;
return true;
}

View file

@ -0,0 +1,121 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//Using calculations and values provided by Alan Zucconi
// www.alanzucconi.com
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D backBufferTex;
in float mode;
out vec4 OUT_col;
void main()
{
vec4 imageColor = texture( backBufferTex, uv0 );
if(mode == 0)
{
OUT_col = imageColor;
}
else
{
vec3 R = imageColor.r;
vec3 G = imageColor.g;
vec3 B = imageColor.b;
if(mode == 1) // Protanopia
{
R = vec3(0.56667, 0.43333, 0);
G = vec3(0.55833, 0.44167, 0);
B = vec3(0, 0.24167, 0.75833);
}
else if(mode == 2) // Protanomaly
{
R = vec3(0.81667, 0.18333, 0);
G = vec3(0.33333, 0.66667, 0);
B = vec3(0, 0.125, 0.875);
}
else if(mode == 3) // Deuteranopia
{
R = vec3(0.625, 0.375, 0);
G = vec3(0.70, 0.30, 0);
B = vec3(0, 0.30, 0.70);
}
else if(mode == 4) // Deuteranomaly
{
R = vec3(0.80, 0.20, 0);
G = vec3(0.25833, 0.74167, 0);
B = vec3(0, 0.14167, 0.85833);
}
else if(mode == 5) // Tritanopia
{
R = vec3(0.95, 0.05, 0);
G = vec3(0, 0.43333, 0.56667);
B = vec3(0, 0.475, 0.525);
}
else if(mode == 6) // Tritanomaly
{
R = vec3(0.96667, 0.03333, 0);
G = vec3(0, 0.73333, 0.26667);
B = vec3(0, 0.18333, 0.81667);
}
else if(mode == 7) // Achromatopsia
{
R = vec3(0.299, 0.587, 0.114);
G = vec3(0.299, 0.587, 0.114);
B = vec3(0.299, 0.587, 0.114);
}
else if(mode == 8) // Achromatomaly
{
R = vec3(0.618, 0.32, 0.062);
G = vec3(0.163, 0.775, 0.062);
B = vec3(0.163, 0.320, 0.516);
}
//First set
vec4 c = imageColor;
c.r = c.r * R[0] + c.g * R[1] + c.b * R[2];
c.g = c.r * G[0] + c.g * G[1] + c.b * G[2];
c.b = c.r * B[0] + c.g * B[1] + c.b * B[2];
vec3 cb = c.rgb;
cb.r = c.r * R[0] + c.g * R[1] + c.b * R[2];
cb.g = c.r * G[0] + c.g * G[1] + c.b * G[2];
cb.b = c.r * B[0] + c.g * B[1] + c.b * B[2];
// Difference
vec3 diff = abs(c.rgb - cb);
float lum = c.r*.3 + c.g*.59 + c.b*.11;
vec3 bw = vec3(lum, lum, lum);
// return vec4(lerp(bw, vec3(1, 0, 0), saturate((diff.r + diff.g + diff.b) / 3)), c.a);
OUT_col = vec4(c.rgb,1);
}
}

View file

@ -0,0 +1,118 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//Using calculations and values provided by Alan Zucconi
// www.alanzucconi.com
#include "../../../../core/rendering/shaders/shaderModelAutoGen.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBufferTex,0);
uniform float mode;
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 imageColor = TORQUE_TEX2D( backBufferTex, IN.uv0 );
if(mode == 0)
{
return imageColor;
}
else
{
float3 R = imageColor.r;
float3 G = imageColor.g;
float3 B = imageColor.b;
if(mode == 1) // Protanopia
{
R = float3(0.56667, 0.43333, 0);
G = float3(0.55833, 0.44167, 0);
B = float3(0, 0.24167, 0.75833);
}
else if(mode == 2) // Protanomaly
{
R = float3(0.81667, 0.18333, 0);
G = float3(0.33333, 0.66667, 0);
B = float3(0, 0.125, 0.875);
}
else if(mode == 3) // Deuteranopia
{
R = float3(0.625, 0.375, 0);
G = float3(0.70, 0.30, 0);
B = float3(0, 0.30, 0.70);
}
else if(mode == 4) // Deuteranomaly
{
R = float3(0.80, 0.20, 0);
G = float3(0.25833, 0.74167, 0);
B = float3(0, 0.14167, 0.85833);
}
else if(mode == 5) // Tritanopia
{
R = float3(0.95, 0.05, 0);
G = float3(0, 0.43333, 0.56667);
B = float3(0, 0.475, 0.525);
}
else if(mode == 6) // Tritanomaly
{
R = float3(0.96667, 0.03333, 0);
G = float3(0, 0.73333, 0.26667);
B = float3(0, 0.18333, 0.81667);
}
else if(mode == 7) // Achromatopsia
{
R = float3(0.299, 0.587, 0.114);
G = float3(0.299, 0.587, 0.114);
B = float3(0.299, 0.587, 0.114);
}
else if(mode == 8) // Achromatomaly
{
R = float3(0.618, 0.32, 0.062);
G = float3(0.163, 0.775, 0.062);
B = float3(0.163, 0.320, 0.516);
}
//First set
float4 c = imageColor;
c.r = c.r * R[0] + c.g * R[1] + c.b * R[2];
c.g = c.r * G[0] + c.g * G[1] + c.b * G[2];
c.b = c.r * B[0] + c.g * B[1] + c.b * B[2];
float3 cb = c.rgb;
cb.r = c.r * R[0] + c.g * R[1] + c.b * R[2];
cb.g = c.r * G[0] + c.g * G[1] + c.b * G[2];
cb.b = c.r * B[0] + c.g * B[1] + c.b * B[2];
// Difference
float3 diff = abs(c.rgb - cb);
float lum = c.r*.3 + c.g*.59 + c.b*.11;
float3 bw = float3(lum, lum, lum);
// return float4(lerp(bw, float3(1, 0, 0), saturate((diff.r + diff.g + diff.b) / 3)), c.a);
return float4(c.rgb,1);
}
}

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D colorBufferTex;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "core/shaders/shaderModelAutoGen.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
#include "../../../../core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
TORQUE_UNIFORM_SAMPLER1D(depthViz, 1);

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D glowBuffer;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(glowBuffer, 0);

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D lightDeferredTex;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/shaderModelAutoGen.hlsl"
#include "core/shaders/postfx/postFx.hlsl"
#include "../../../../core/rendering/shaders/shaderModelAutoGen.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D lightDeferredTex;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "core/shaders/shaderModelAutoGen.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
#include "../../../../core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);

View file

@ -19,7 +19,7 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D shadowMap;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/shaderModel.hlsl"
#include "../../../../core/rendering/shaders/shaderModel.hlsl"
struct MaterialDecoratorConnectV
{

View file

@ -19,7 +19,7 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/gl/hlslCompat.glsl"
#include "../../../../core/rendering/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D matinfoTex;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/shaders/postfx/postFx.hlsl"
#include "../../../../core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(matinfoTex,0);