diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.tscript b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.tscript index 8f5c6bd52..ecc3e4283 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.tscript +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.tscript @@ -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; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.glsl b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.glsl index 4d541f05e..016651428 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.glsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.glsl @@ -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); } diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.hlsl index 519de284e..7494db023 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shaders/Viz_SurfacePropertiesP.hlsl @@ -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); }