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https://github.com/TorqueGameEngines/Torque3D.git
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Changes for Linux.
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parent
aa35157eef
commit
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30 changed files with 99 additions and 173 deletions
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@ -23,7 +23,7 @@
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// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier
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// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader
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#include "./postFx.glsl"
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#include "./postFX.glsl"
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#include "../../gl/torque.glsl"
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#include "../../gl/hlslCompat.glsl"
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@ -59,4 +59,4 @@ void main()
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}
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OUT_col = vec4( outColor.rgb, 1 );
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}
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}
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.glsl"
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#include "./postFX.glsl"
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#include "../../gl/torque.glsl"
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#include "../../gl/hlslCompat.glsl"
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@ -22,7 +22,7 @@
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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#include "../../gl/postFx.glsl"
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#include "../../gl/postFX.glsl"
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uniform sampler2D backBuffer; // The original backbuffer.
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uniform sampler2D prepassTex; // The pre-pass depth and normals.
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "../../gl/postFx.glsl"
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#include "../../gl/postFX.glsl"
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uniform sampler2D frameSampler;
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uniform sampler2D backBuffer;
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@ -23,7 +23,7 @@
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// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier
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// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader
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#include "./postFx.glsl"
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#include "./postFX.glsl"
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#include "../../gl/torque.glsl"
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#include "../../gl/hlslCompat.glsl"
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@ -59,4 +59,4 @@ void main()
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}
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OUT_col = vec4( outColor.rgb, 1 );
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}
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}
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.glsl"
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#include "./postFX.glsl"
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#include "../../gl/torque.glsl"
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#include "../../gl/hlslCompat.glsl"
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@ -22,7 +22,7 @@
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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#include "../../gl/postFx.glsl"
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#include "../../gl/postFX.glsl"
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uniform sampler2D backBuffer; // The original backbuffer.
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uniform sampler2D prepassTex; // The pre-pass depth and normals.
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "../../gl/postFx.glsl"
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#include "../../gl/postFX.glsl"
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uniform sampler2D frameSampler;
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uniform sampler2D backBuffer;
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