diff --git a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript index 55100d729..4f17d4a68 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript +++ b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript @@ -43,10 +43,10 @@ singleton GFXStateBlockData( AL_VectorLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) - mSamplerNames[1] = "shadowMap"; - samplerStates[2] = SamplerWrapPoint; // Random Direction Map + samplerStates[3] = SamplerWrapPoint; // gTapRotationTex Random Direction Map + samplerStates[4] = SamplerClampPoint; // colorBuffer + samplerStates[5] = SamplerClampPoint; // matInfoBuffer cullDefined = true; cullMode = GFXCullNone; @@ -68,9 +68,8 @@ singleton shaderData( AL_VectorLightShader ) samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$gTapRotationTex"; - samplerNames[3] = "$lightBuffer"; - samplerNames[4] = "$colorBuffer"; - samplerNames[5] = "$matInfoBuffer"; + samplerNames[3] = "$colorBuffer"; + samplerNames[4] = "$matInfoBuffer"; pixVersion = 3.0; }; @@ -82,7 +81,6 @@ singleton CustomMaterial( AL_VectorLightMaterial ) sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; - sampler["lightBuffer"] = "#specularLighting"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; @@ -115,11 +113,11 @@ singleton GFXStateBlockData( AL_ConvexLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) - mSamplerNames[1] = "shadowMap"; - samplerStates[3] = SamplerClampLinear; // Cookie Map - samplerStates[4] = SamplerWrapPoint; // Random Direction Map + samplerStates[2] = SamplerWrapPoint; // gTapRotationTex Random Direction Map + samplerStates[3] = SamplerClampPoint; // colorBuffer + samplerStates[4] = SamplerClampPoint; // matInfoBuffer + samplerStates[5] = SamplerClampLinear; // Cookie Map cullDefined = true; cullMode = GFXCullCW; @@ -140,11 +138,10 @@ singleton shaderData( AL_PointLightShader ) samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; - samplerNames[2] = "$cookieMap"; - samplerNames[3] = "$gTapRotationTex"; - samplerNames[4] = "$lightBuffer"; - samplerNames[5] = "$colorBuffer"; - samplerNames[6] = "$matInfoBuffer"; + samplerNames[2] = "$gTapRotationTex"; + samplerNames[3] = "$colorBuffer"; + samplerNames[4] = "$matInfoBuffer"; + samplerNames[5] = "$cookieMap"; pixVersion = 3.0; }; @@ -157,7 +154,6 @@ singleton CustomMaterial( AL_PointLightMaterial ) sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["cookieMap"] = "$dynamiclightmask"; - sampler["lightBuffer"] = "#specularLighting"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; @@ -177,11 +173,10 @@ singleton shaderData( AL_SpotLightShader ) samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; - samplerNames[2] = "$cookieMap"; - samplerNames[3] = "$gTapRotationTex"; - samplerNames[4] = "$lightBuffer"; - samplerNames[5] = "$colorBuffer"; - samplerNames[6] = "$matInfoBuffer"; + samplerNames[2] = "$gTapRotationTex"; + samplerNames[3] = "$colorBuffer"; + samplerNames[4] = "$matInfoBuffer"; + samplerNames[5] = "$cookieMap"; pixVersion = 3.0; }; @@ -194,7 +189,6 @@ singleton CustomMaterial( AL_SpotLightMaterial ) sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["cookieMap"] = "$dynamiclightmask"; - sampler["lightBuffer"] = "#specularLighting"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl index 310a84a0a..e40ca8b29 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl @@ -26,7 +26,6 @@ #include "farFrustumQuad.glsl" #include "../../../gl/lighting.glsl" #include "../../shadowMap/shadowMapIO_GLSL.h" -#include "softShadow.glsl" #include "../../../gl/torque.glsl" #line 31 @@ -35,12 +34,6 @@ in vec4 ssPos; in vec4 vsEyeDir; in vec4 color; -#ifdef USE_COOKIE_TEX - -/// The texture for cookie rendering. -uniform samplerCube cookieMap; - -#endif #ifdef SHADOW_CUBE @@ -106,16 +99,19 @@ uniform samplerCube cookieMap; #endif uniform sampler2D deferredBuffer; - #ifdef SHADOW_CUBE uniform samplerCube shadowMap; #else uniform sampler2D shadowMap; #endif - -uniform sampler2D lightBuffer; +//contains gTapRotationTex sampler +#include "softShadow.glsl" uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; +#ifdef USE_COOKIE_TEX +/// The texture for cookie rendering. +uniform samplerCube cookieMap; +#endif uniform vec4 rtParams0; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl index 5d0079afa..b6a29b72e 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl @@ -24,7 +24,6 @@ #include "farFrustumQuad.glsl" #include "../../shadowMap/shadowMapIO_GLSL.h" #include "shadergen:/autogenConditioners.h" -#include "softShadow.glsl" #include "../../../gl/lighting.glsl" #include "../../../gl/torque.glsl" @@ -33,17 +32,16 @@ in vec4 ssPos; in vec4 vsEyeDir; in vec4 color; -#ifdef USE_COOKIE_TEX - -/// The texture for cookie rendering. -uniform sampler2D cookieMap; - -#endif - uniform sampler2D deferredBuffer; uniform sampler2D shadowMap; +//contains gTapRotationTex sampler +#include "softShadow.glsl" uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; +#ifdef USE_COOKIE_TEX +/// The texture for cookie rendering. +uniform sampler2D cookieMap; +#endif uniform vec4 rtParams0; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl index 558599423..a2657fb23 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -26,7 +26,6 @@ #include "../../../gl/torque.glsl" #include "../../../gl/lighting.glsl" #include "../../shadowMap/shadowMapIO_GLSL.h" -#include "softShadow.glsl" #line 30 in vec4 hpos; in vec2 uv0; @@ -35,6 +34,8 @@ in vec3 vsEyeRay; uniform sampler2D deferredBuffer; uniform sampler2D shadowMap; +//contains gTapRotationTex sampler +#include "softShadow.glsl" uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl index 05a29d66d..60d2f2d00 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl @@ -25,7 +25,6 @@ #include "farFrustumQuad.hlsl" #include "../../lighting.hlsl" #include "../shadowMap/shadowMapIO_HLSL.h" -#include "softShadow.hlsl" #include "../../torque.hlsl" struct ConvexConnectP @@ -36,14 +35,6 @@ struct ConvexConnectP float4 vsEyeDir : TEXCOORD2; }; -#ifdef USE_COOKIE_TEX - -/// The texture for cookie rendering. -TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3); - -#endif - - #ifdef SHADOW_CUBE float3 decodeShadowCoord( float3 shadowCoord ) @@ -107,16 +98,19 @@ TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3); #endif TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); - #ifdef SHADOW_CUBE TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1); #else TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); #endif - -TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5); -TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6); -TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7); +//contains gTapRotationTex sampler +#include "softShadow.hlsl" +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4); +#ifdef USE_COOKIE_TEX +/// The texture for cookie rendering. +TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 5); +#endif uniform float4 rtParams0; uniform float4 lightColor; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl index d98fe4d65..ccc90f009 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/softShadow.hlsl @@ -70,7 +70,7 @@ static float2 sNonUniformTaps[NUM_PRE_TAPS] = /// The texture used to do per-pixel pseudorandom /// rotations of the filter taps. -TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 3); +TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 2); float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1), float2 sinCos, diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl index 15b4b4e37..a0459bfb2 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl @@ -26,7 +26,6 @@ #include "farFrustumQuad.hlsl" #include "../../lighting.hlsl" #include "../shadowMap/shadowMapIO_HLSL.h" -#include "softShadow.hlsl" #include "../../torque.hlsl" struct ConvexConnectP @@ -39,16 +38,15 @@ struct ConvexConnectP TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); - +//contains gTapRotationTex sampler +#include "softShadow.hlsl" +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4); #ifdef USE_COOKIE_TEX - /// The texture for cookie rendering. -TORQUE_UNIFORM_SAMPLER2D(cookieMap, 2); +TORQUE_UNIFORM_SAMPLER2D(cookieMap, 5); #endif -TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5); -TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6); - uniform float4 rtParams0; uniform float lightBrightness; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl index d99544dca..6046d6f00 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl @@ -27,13 +27,14 @@ #include "../../torque.hlsl" #include "../../lighting.hlsl" #include "../shadowMap/shadowMapIO_HLSL.h" -#include "softShadow.hlsl" TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); -TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5); -TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6); +//contains gTapRotationTex sampler +#include "softShadow.hlsl" +TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3); +TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4); uniform float lightBrightness; uniform float3 lightDirection;