diff --git a/Templates/BaseGame/game/tools/settings.xml b/Templates/BaseGame/game/tools/settings.xml index 761b16978..d01241a25 100644 --- a/Templates/BaseGame/game/tools/settings.xml +++ b/Templates/BaseGame/game/tools/settings.xml @@ -1,80 +1,83 @@ - - 100 - 0 - 0.8 - 1 - 15 - 0.8 - 0 - - 500 - 255 255 255 20 - 0 - 0 - 10 10 10 - 0 - - - screenCenter - 0 - 50 - WorldEditorInspectorPlugin - 40 - 6 1 - - 0 - 0 - 0 - 100 - 2 - 1 - 1 - - - http://www.garagegames.com/products/torque-3d/documentation/user - ../../../Documentation/Official Documentation.html - http://www.garagegames.com/products/torque-3d/forums - ../../../Documentation/Torque 3D - Script Manual.chm - - - 255 255 255 100 - 1 - 102 102 102 100 - 51 51 51 100 - 0 - - - tools/worldEditor/images/LockedHandle - tools/worldEditor/images/DefaultHandle - tools/worldEditor/images/SelectHandle - - - 1 - 1 - 1 - 1 - 1 - + 0 + WorldEditorInspectorPlugin + 6 + screenCenter + 50 + 40 - 0 255 0 255 - 100 100 100 255 - 255 255 255 255 - 255 0 0 255 255 255 0 255 - 0 0 255 255 + 0 255 0 255 + 255 0 0 255 255 255 0 255 + 255 255 255 255 + 0 0 255 255 + 100 100 100 255 8 - 1 - 0 - 255 20 + 255 + 0 + 1 + + 1 + 1 + 1 + 1 + 1 + + + 255 255 255 100 + 102 102 102 100 + 0 + 1 + 51 51 51 100 + + + ../../../Documentation/Official Documentation.html + ../../../Documentation/Torque 3D - Script Manual.chm + http://www.garagegames.com/products/torque-3d/documentation/user + http://www.garagegames.com/products/torque-3d/forums + + + tools/worldEditor/images/LockedHandle + tools/worldEditor/images/SelectHandle + tools/worldEditor/images/DefaultHandle + + + 0 + 2 + 100 + 0 + 1 + 1 + 0 + + + + 1 + 0.8 + 100 + 0.8 + 15 + 0 + 0 + + 0 + 500 + 0 + 10 10 10 + 255 255 255 20 + 0 + + + + AIPlayer data/FPSGameplay/levels @@ -84,7 +87,4 @@ - - AIPlayer - diff --git a/Templates/BaseGame/game/tools/worldEditor/main.cs b/Templates/BaseGame/game/tools/worldEditor/main.cs index 8102438c6..5d337cdf1 100644 --- a/Templates/BaseGame/game/tools/worldEditor/main.cs +++ b/Templates/BaseGame/game/tools/worldEditor/main.cs @@ -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() diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/lightViz.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/lightViz.cs index 905b826c6..574063460 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/lightViz.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/lightViz.cs @@ -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; +} \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.glsl new file mode 100644 index 000000000..6dff4aba4 --- /dev/null +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.glsl @@ -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); + } +} diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.hlsl new file mode 100644 index 000000000..fcb4ff41c --- /dev/null +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBlindnessVisualizeP.hlsl @@ -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); + } +} diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.glsl index 0b7e370bf..01b2d737b 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.hlsl index e996f840a..e7bf0e5e9 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgColorBufferP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.glsl index 8ada46462..8e034a55f 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl index 83547571a..26147b5be 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.glsl index cdc58d7c6..85afcf4c8 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.hlsl index b78d29d67..d4b3028f8 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgGlowVisualizeP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.glsl index 86fb67268..d354adc0d 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.hlsl index 38e5832f5..f178e66c0 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightColorVisualizeP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.glsl index e8a037d2b..51fe2f8eb 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.hlsl index 66424a11f..7c45e4115 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgLightSpecularVisualizeP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.glsl index ab3323360..274dc0369 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl index 913745bb5..2d813a0eb 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl @@ -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); diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.glsl index f73f7812d..3f6f775b6 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.hlsl index 3c56c2abd..a4978a49f 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgShadowVisualizeP.hlsl @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "core/shaders/shaderModel.hlsl" +#include "../../../../core/rendering/shaders/shaderModel.hlsl" struct MaterialDecoratorConnectV { diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.glsl index d391a1963..6342ed973 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.glsl @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.hlsl index 59252cd7b..6dd32a480 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgSpecMapVisualizeP.hlsl @@ -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);