Merge pull request #1309 from Azaezel/alpha41/ICeeUuu

clean up surface property visualizer
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Brian Roberts 2024-08-30 05:59:23 -05:00 committed by GitHub
commit 2dbfc16cf9
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GPG key ID: B5690EEEBB952194
3 changed files with 5 additions and 38 deletions

View file

@ -1,31 +1,9 @@
singleton GFXStateBlockData( Viz_DefaultVisualizeState )
{
/*alphaDefined = true;
alphaTestEnable = true;
alphaTestRef = 1;
alphaTestFunc = GFXCmpGreaterEqual;
// Do a one to one blend.
blendDefined = true;
blendEnable = true;
blendDefined = false;
blendEnable = false;
blendSrc = GFXBlendOne;
blendDest = GFXBlendOne;
zDefined = true;
zEnable = false;
zWriteEnable = false;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint;
samplerStates[1] = SamplerClampPoint;
samplerStates[2] = SamplerClampPoint;
samplerStates[3] = SamplerClampPoint;
samplerStates[4] = SamplerClampLinear;
samplerStates[5] = SamplerClampLinear;*/
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha;
blendDest = GFXBlendInvSrcAlpha;
blendDest = GFXBlendZero;
zDefined = true;
zEnable = false;
@ -36,7 +14,6 @@ singleton GFXStateBlockData( Viz_DefaultVisualizeState )
samplerStates[1] = SamplerClampPoint;
samplerStates[2] = SamplerClampPoint;
samplerStates[3] = SamplerClampLinear; // depthviz
samplerStates[4] = SamplerClampLinear; // depthviz
};
singleton shaderData( Viz_TexelDensity )
@ -92,7 +69,6 @@ singleton shaderData( Viz_SurfaceProperties )
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$ssaoMaskTex";
samplerNames[4] = "$backbufferTex";
samplerNames[5] = "$glowBuffer";
pixVersion = 2.0;
};
@ -106,7 +82,6 @@ singleton PostEffect( Viz_SurfacePropertiesPFX )
texture[2] = "#matinfo";
texture[3] = "#ssaoMask";
texture[4] = "$backBuffer";
texture[5] = "#glowbuffer";
target = "$backBuffer";
renderPriority = 9999;
@ -186,8 +161,6 @@ function toggleSurfacePropertiesViz( %mode )
$Viz_SurfacePropertiesModeVar = "12";
case "Backbuffer":
$Viz_SurfacePropertiesModeVar = "13";
case "Glow":
$Viz_SurfacePropertiesModeVar = "14";
default:
$Viz_SurfacePropertiesModeVar = "-1";
}
@ -269,8 +242,8 @@ singleton PostEffect( Viz_ColorBlindnessPFX )
{
isEnabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
renderTime = "PFXBeforeBin";
renderBin = "EditorBin";
shader = Viz_ColorBlindness;
stateBlock = PFX_DefaultStateBlock;

View file

@ -32,7 +32,6 @@ uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
uniform sampler2D ssaoMaskTex;
uniform sampler2D backbufferTex;
uniform sampler2D glowBuffer;
uniform float mode;
uniform vec3 eyePosWorld;
@ -78,6 +77,4 @@ void main()
OUT_col = vec4(texture( ssaoMaskTex, IN_uv0 ).rgb, 1.0);
else if(mode == 13)
OUT_col = vec4(texture( backbufferTex, IN_uv0 ).rgb, 1.0);
else if(mode == 14)
OUT_col = vec4(texture( glowBuffer, IN_uv0 ).rgb, 1.0);
}

View file

@ -30,7 +30,6 @@ TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
TORQUE_UNIFORM_SAMPLER2D(ssaoMaskTex, 3);
TORQUE_UNIFORM_SAMPLER2D(backbufferTex, 4);
TORQUE_UNIFORM_SAMPLER2D(glowBuffer, 5);
uniform float mode;
uniform float4x4 cameraToWorld;
@ -76,8 +75,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
float4(TORQUE_TEX2D( ssaoMaskTex, IN.uv0 ).rgb, 1.0);
else if(mode == 13)
float4(TORQUE_TEX2D( backbufferTex, IN.uv0 ).rgb, 1.0);
else if(mode == 14)
float4(TORQUE_TEX2D( glowBuffer, IN.uv0 ).rgb, 1.0);
return float4(0,0,0,1);
}