diff --git a/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs b/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs index ad9732e0f..21777cf2d 100644 --- a/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs +++ b/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs @@ -46,9 +46,9 @@ new ShaderData( AL_DeferredShader ) OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredShadingP.glsl"; samplerNames[0] = "colorBufferTex"; - samplerNames[1] = "lightPrePassTex"; + samplerNames[1] = "lightDeferredTex"; samplerNames[2] = "matInfoTex"; - samplerNames[3] = "prepassTex"; + samplerNames[3] = "deferredTex"; pixVersion = 2.0; }; @@ -62,7 +62,7 @@ singleton PostEffect( AL_DeferredShading ) texture[0] = "#color"; texture[1] = "#lightinfo"; texture[2] = "#matinfo"; - texture[3] = "#prepass"; + texture[3] = "#deferred"; target = "$backBuffer"; renderPriority = 10000; diff --git a/Templates/Full/game/core/scripts/client/lighting/advanced/lightViz.cs b/Templates/Full/game/core/scripts/client/lighting/advanced/lightViz.cs index fcaf72942..d6531bcea 100644 --- a/Templates/Full/game/core/scripts/client/lighting/advanced/lightViz.cs +++ b/Templates/Full/game/core/scripts/client/lighting/advanced/lightViz.cs @@ -44,7 +44,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState ) zWriteEnable = false; samplersDefined = true; - samplerStates[0] = SamplerClampPoint; // #prepass + samplerStates[0] = SamplerClampPoint; // #deferred samplerStates[1] = SamplerClampLinear; // depthviz }; @@ -56,7 +56,7 @@ new ShaderData( AL_DepthVisualizeShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl"; - samplerNames[0] = "prepassTex"; + samplerNames[0] = "deferredTex"; samplerNames[1] = "depthViz"; pixVersion = 2.0; @@ -66,7 +66,7 @@ singleton PostEffect( AL_DepthVisualize ) { shader = AL_DepthVisualizeShader; stateBlock = AL_DefaultVisualizeState; - texture[0] = "#prepass"; + texture[0] = "#deferred"; texture[1] = "depthviz"; target = "$backBuffer"; renderPriority = 9999; @@ -113,7 +113,7 @@ new ShaderData( AL_NormalsVisualizeShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl"; - samplerNames[0] = "prepassTex"; + samplerNames[0] = "deferredTex"; pixVersion = 2.0; }; @@ -122,7 +122,7 @@ singleton PostEffect( AL_NormalsVisualize ) { shader = AL_NormalsVisualizeShader; stateBlock = AL_DefaultVisualizeState; - texture[0] = "#prepass"; + texture[0] = "#deferred"; target = "$backBuffer"; renderPriority = 9999; }; @@ -149,7 +149,7 @@ new ShaderData( AL_LightColorVisualizeShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl"; - samplerNames[0] = "lightPrePassTex"; + samplerNames[0] = "lightDeferredTex"; pixVersion = 2.0; }; @@ -184,7 +184,7 @@ new ShaderData( AL_LightSpecularVisualizeShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl"; - samplerNames[0] = "lightPrePassTex"; + samplerNames[0] = "lightDeferredTex"; pixVersion = 2.0; }; diff --git a/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs b/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs index 22d1bdbdf..8787cdd23 100644 --- a/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs +++ b/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs @@ -36,7 +36,7 @@ new GFXStateBlockData( AL_VectorLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "prePassBuffer"; + mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) mSamplerNames[1] = "shadowMap"; samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) @@ -66,7 +66,7 @@ new ShaderData( AL_VectorLightShader ) OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/vectorLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$ssaoMask"; @@ -82,7 +82,7 @@ new CustomMaterial( AL_VectorLightMaterial ) shader = AL_VectorLightShader; stateBlock = AL_VectorLightState; - sampler["prePassBuffer"] = "#prepass"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["ssaoMask"] = "#ssaoMask"; @@ -113,7 +113,7 @@ new GFXStateBlockData( AL_ConvexLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "prePassBuffer"; + mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) mSamplerNames[1] = "shadowMap"; samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) @@ -142,7 +142,7 @@ new ShaderData( AL_PointLightShader ) OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/pointLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; @@ -159,7 +159,7 @@ new CustomMaterial( AL_PointLightMaterial ) shader = AL_PointLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#prepass"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; @@ -181,7 +181,7 @@ new ShaderData( AL_SpotLightShader ) OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/spotLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; @@ -198,7 +198,7 @@ new CustomMaterial( AL_SpotLightMaterial ) shader = AL_SpotLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#prepass"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; @@ -211,9 +211,9 @@ new CustomMaterial( AL_SpotLightMaterial ) pixVersion = 3.0; }; -/// This material is used for generating prepass +/// This material is used for generating deferred /// materials for objects that do not have materials. -new Material( AL_DefaultPrePassMaterial ) +new Material( AL_DefaultDeferredMaterial ) { // We need something in the first pass else it // won't create a proper material instance. @@ -258,7 +258,7 @@ new ShaderData( AL_ParticlePointLightShader ) OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/pointLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; pixVersion = 3.0; }; @@ -268,7 +268,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial ) shader = AL_ParticlePointLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#prepass"; + sampler["deferredBuffer"] = "#deferred"; target = "lightinfo"; pixVersion = 3.0; diff --git a/Templates/Full/game/core/scripts/client/postFx/MLAA.cs b/Templates/Full/game/core/scripts/client/postFx/MLAA.cs index e09f45a3c..50be4bb6d 100644 --- a/Templates/Full/game/core/scripts/client/postFx/MLAA.cs +++ b/Templates/Full/game/core/scripts/client/postFx/MLAA.cs @@ -51,7 +51,7 @@ singleton ShaderData( MLAA_EdgeDetectionShader ) OGLPixelShaderFile = "shaders/common/postFx/mlaa/gl/edgeDetectionP.glsl"; samplerNames[0] = "$colorMapG"; - samplerNames[1] = "$prepassMap"; + samplerNames[1] = "$deferredMap"; pixVersion = 3.0; }; @@ -125,7 +125,7 @@ singleton PostEffect( MLAAFx ) renderTime = "PFXAfterDiffuse"; texture[0] = "$backBuffer"; //colorMapG - texture[1] = "#prepass"; // Used for depth detection + texture[1] = "#deferred"; // Used for depth detection target = "$outTex"; targetClear = PFXTargetClear_OnDraw; diff --git a/Templates/Full/game/core/scripts/client/postFx/MotionBlurFx.cs b/Templates/Full/game/core/scripts/client/postFx/MotionBlurFx.cs index fea0c3bb3..ef50c0d9b 100644 --- a/Templates/Full/game/core/scripts/client/postFx/MotionBlurFx.cs +++ b/Templates/Full/game/core/scripts/client/postFx/MotionBlurFx.cs @@ -29,7 +29,7 @@ singleton ShaderData( PFX_MotionBlurShader ) OGLPixelShaderFile = "shaders/common/postFx/gl/motionBlurP.glsl"; samplerNames[0] = "$backBuffer"; - samplerNames[1] = "$prepassTex"; + samplerNames[1] = "$deferredTex"; pixVersion = 3.0; }; @@ -43,7 +43,7 @@ singleton PostEffect(MotionBlurFX) shader = PFX_MotionBlurShader; stateBlock = PFX_DefaultStateBlock; texture[0] = "$backbuffer"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "$backBuffer"; }; diff --git a/Templates/Full/game/core/scripts/client/postFx/caustics.cs b/Templates/Full/game/core/scripts/client/postFx/caustics.cs index 7d598347e..a65e54b7d 100644 --- a/Templates/Full/game/core/scripts/client/postFx/caustics.cs +++ b/Templates/Full/game/core/scripts/client/postFx/caustics.cs @@ -41,7 +41,7 @@ singleton ShaderData( PFX_CausticsShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/postFx/caustics/gl/causticsP.glsl"; - samplerNames[0] = "$prepassTex"; + samplerNames[0] = "$deferredTex"; samplerNames[1] = "$causticsTex0"; samplerNames[2] = "$causticsTex1"; @@ -57,7 +57,7 @@ singleton PostEffect( CausticsPFX ) shader = PFX_CausticsShader; stateBlock = PFX_CausticsStateBlock; - texture[0] = "#prepass"; + texture[0] = "#deferred"; texture[1] = "./textures/caustics_1"; texture[2] = "./textures/caustics_2"; target = "$backBuffer"; diff --git a/Templates/Full/game/core/scripts/client/postFx/dof.cs b/Templates/Full/game/core/scripts/client/postFx/dof.cs index dce41daea..b3a48c964 100644 --- a/Templates/Full/game/core/scripts/client/postFx/dof.cs +++ b/Templates/Full/game/core/scripts/client/postFx/dof.cs @@ -430,7 +430,7 @@ singleton PostEffect( DOFPostEffect ) shader = PFX_DOFDownSampleShader; stateBlock = PFX_DOFDownSampleStateBlock; texture[0] = "$backBuffer"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "#shrunk"; targetScale = "0.25 0.25"; @@ -485,7 +485,7 @@ singleton PostEffect( DOFFinalPFX ) texture[0] = "$backBuffer"; texture[1] = "$inTex"; texture[2] = "#largeBlur"; - texture[3] = "#prepass"; + texture[3] = "#deferred"; target = "$backBuffer"; }; diff --git a/Templates/Full/game/core/scripts/client/postFx/edgeAA.cs b/Templates/Full/game/core/scripts/client/postFx/edgeAA.cs index 54e5264b8..2c557a0f2 100644 --- a/Templates/Full/game/core/scripts/client/postFx/edgeAA.cs +++ b/Templates/Full/game/core/scripts/client/postFx/edgeAA.cs @@ -40,7 +40,7 @@ singleton ShaderData( PFX_EdgeAADetectShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/postFx/edgeaa/gl/edgeDetectP.glsl"; - samplerNames[0] = "$prepassBuffer"; + samplerNames[0] = "$deferredBuffer"; pixVersion = 3.0; }; @@ -81,7 +81,7 @@ singleton PostEffect( EdgeDetectPostEffect ) shader = PFX_EdgeAADetectShader; stateBlock = PFX_DefaultEdgeAAStateBlock; - texture[0] = "#prepass"; + texture[0] = "#deferred"; target = "#edge"; isEnabled = true; diff --git a/Templates/Full/game/core/scripts/client/postFx/fog.cs b/Templates/Full/game/core/scripts/client/postFx/fog.cs index ea59a3f4c..8d7e8b2be 100644 --- a/Templates/Full/game/core/scripts/client/postFx/fog.cs +++ b/Templates/Full/game/core/scripts/client/postFx/fog.cs @@ -32,7 +32,7 @@ singleton ShaderData( FogPassShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/postFx/gl/fogP.glsl"; - samplerNames[0] = "$prepassTex"; + samplerNames[0] = "$deferredTex"; pixVersion = 2.0; }; @@ -58,7 +58,7 @@ singleton PostEffect( FogPostFx ) shader = FogPassShader; stateBlock = FogPassStateBlock; - texture[0] = "#prepass"; + texture[0] = "#deferred"; renderPriority = 5; @@ -79,7 +79,7 @@ singleton ShaderData( UnderwaterFogPassShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/postFx/gl/underwaterFogP.glsl"; - samplerNames[0] = "$prepassTex"; + samplerNames[0] = "$deferredTex"; samplerNames[1] = "$backbuffer"; samplerNames[2] = "$waterDepthGradMap"; @@ -110,7 +110,7 @@ singleton PostEffect( UnderwaterFogPostFx ) shader = UnderwaterFogPassShader; stateBlock = UnderwaterFogPassStateBlock; - texture[0] = "#prepass"; + texture[0] = "#deferred"; texture[1] = "$backBuffer"; texture[2] = "#waterDepthGradMap"; diff --git a/Templates/Full/game/core/scripts/client/postFx/hdr.cs b/Templates/Full/game/core/scripts/client/postFx/hdr.cs index 60aecac96..f4e3dfdec 100644 --- a/Templates/Full/game/core/scripts/client/postFx/hdr.cs +++ b/Templates/Full/game/core/scripts/client/postFx/hdr.cs @@ -172,7 +172,7 @@ singleton ShaderData( HDR_CombineShader ) samplerNames[2] = "$bloomTex"; samplerNames[3] = "$colorCorrectionTex"; - samplerNames[4] = "prepassTex"; + samplerNames[4] = "deferredTex"; pixVersion = 3.0; }; diff --git a/Templates/Full/game/core/scripts/client/postFx/lightRay.cs b/Templates/Full/game/core/scripts/client/postFx/lightRay.cs index c13f1ca3b..404f5ea24 100644 --- a/Templates/Full/game/core/scripts/client/postFx/lightRay.cs +++ b/Templates/Full/game/core/scripts/client/postFx/lightRay.cs @@ -39,7 +39,7 @@ singleton ShaderData( LightRayOccludeShader ) OGLPixelShaderFile = "shaders/common/postFx/lightRay/gl/lightRayOccludeP.glsl"; samplerNames[0] = "$backBuffer"; - samplerNames[1] = "$prepassTex"; + samplerNames[1] = "$deferredTex"; pixVersion = 3.0; }; @@ -77,7 +77,7 @@ singleton PostEffect( LightRayPostFX ) shader = LightRayOccludeShader; stateBlock = LightRayStateBlock; texture[0] = "$backBuffer"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "$outTex"; targetFormat = "GFXFormatR16G16B16A16F"; diff --git a/Templates/Full/game/core/scripts/client/postFx/ssao.cs b/Templates/Full/game/core/scripts/client/postFx/ssao.cs index 09dfa6bb4..4d6d7361a 100644 --- a/Templates/Full/game/core/scripts/client/postFx/ssao.cs +++ b/Templates/Full/game/core/scripts/client/postFx/ssao.cs @@ -156,7 +156,7 @@ singleton ShaderData( SSAOShader ) OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; OGLPixelShaderFile = "shaders/common/postFx/ssao/gl/SSAO_P.glsl"; - samplerNames[0] = "$prepassMap"; + samplerNames[0] = "$deferredMap"; samplerNames[1] = "$randNormalTex"; samplerNames[2] = "$powTable"; @@ -172,7 +172,7 @@ singleton ShaderData( SSAOBlurYShader ) OGLPixelShaderFile = "shaders/common/postFx/ssao/gl/SSAO_Blur_P.glsl"; samplerNames[0] = "$occludeMap"; - samplerNames[1] = "$prepassMap"; + samplerNames[1] = "$deferredMap"; pixVersion = 3.0; @@ -199,7 +199,7 @@ singleton PostEffect( SSAOPostFx ) shader = SSAOShader; stateBlock = SSAOStateBlock; - texture[0] = "#prepass"; + texture[0] = "#deferred"; texture[1] = "./noise.png"; texture[2] = "#ssao_pow_table"; @@ -215,7 +215,7 @@ singleton PostEffect( SSAOPostFx ) stateBlock = SSAOBlurStateBlock; texture[0] = "$inTex"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "$outTex"; }; @@ -228,7 +228,7 @@ singleton PostEffect( SSAOPostFx ) stateBlock = SSAOBlurStateBlock; texture[0] = "$inTex"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "$outTex"; }; @@ -241,7 +241,7 @@ singleton PostEffect( SSAOPostFx ) stateBlock = SSAOBlurStateBlock; texture[0] = "$inTex"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; target = "$outTex"; }; @@ -254,7 +254,7 @@ singleton PostEffect( SSAOPostFx ) stateBlock = SSAOBlurStateBlock; texture[0] = "$inTex"; - texture[1] = "#prepass"; + texture[1] = "#deferred"; // We write to a mask texture which is then // read by the lighting shaders to mask ambient. diff --git a/Templates/Full/game/core/scripts/client/shaders.cs b/Templates/Full/game/core/scripts/client/shaders.cs index 002053a1a..22f2deb8f 100644 --- a/Templates/Full/game/core/scripts/client/shaders.cs +++ b/Templates/Full/game/core/scripts/client/shaders.cs @@ -34,7 +34,7 @@ singleton ShaderData( ParticlesShaderData ) OGLPixelShaderFile = "shaders/common/gl/particlesP.glsl"; samplerNames[0] = "$diffuseMap"; - samplerNames[1] = "$prepassTex"; + samplerNames[1] = "$deferredTex"; samplerNames[2] = "$paraboloidLightMap"; pixVersion = 2.0; @@ -103,7 +103,7 @@ new ShaderData( fxFoliageReplicatorShader ) pixVersion = 1.4; }; -singleton ShaderData( VolumetricFogPrePassShader ) +singleton ShaderData( VolumetricFogDeferredShader ) { DXVertexShaderFile = "shaders/common/VolumetricFog/VFogPreV.hlsl"; DXPixelShaderFile = "shaders/common/VolumetricFog/VFogPreP.hlsl"; @@ -121,7 +121,7 @@ singleton ShaderData( VolumetricFogShader ) OGLVertexShaderFile = "shaders/common/VolumetricFog/gl/VFogV.glsl"; OGLPixelShaderFile = "shaders/common/VolumetricFog/gl/VFogP.glsl"; - samplerNames[0] = "$prepassTex"; + samplerNames[0] = "$deferredTex"; samplerNames[1] = "$depthBuffer"; samplerNames[2] = "$frontBuffer"; samplerNames[3] = "$density"; diff --git a/Templates/Full/game/core/scripts/client/water.cs b/Templates/Full/game/core/scripts/client/water.cs index 77ce948ae..38e6913b8 100644 --- a/Templates/Full/game/core/scripts/client/water.cs +++ b/Templates/Full/game/core/scripts/client/water.cs @@ -35,7 +35,7 @@ singleton ShaderData( WaterShader ) OGLPixelShaderFile = "shaders/common/water/gl/waterP.glsl"; samplerNames[0] = "$bumpMap"; // noise - samplerNames[1] = "$prepassTex"; // #prepass + samplerNames[1] = "$deferredTex"; // #deferred samplerNames[2] = "$reflectMap"; // $reflectbuff samplerNames[3] = "$refractBuff"; // $backbuff samplerNames[4] = "$skyMap"; // $cubemap @@ -61,7 +61,7 @@ singleton GFXStateBlockData( WaterStateBlock ) { samplersDefined = true; samplerStates[0] = WaterSampler; // noise - samplerStates[1] = SamplerClampPoint; // #prepass + samplerStates[1] = SamplerClampPoint; // #deferred samplerStates[2] = SamplerClampLinear; // $reflectbuff samplerStates[3] = SamplerClampPoint; // $backbuff samplerStates[4] = SamplerWrapLinear; // $cubemap @@ -78,7 +78,7 @@ singleton GFXStateBlockData( UnderWaterStateBlock : WaterStateBlock ) singleton CustomMaterial( WaterMat ) { - sampler["prepassTex"] = "#prepass"; + sampler["deferredTex"] = "#deferred"; sampler["reflectMap"] = "$reflectbuff"; sampler["refractBuff"] = "$backbuff"; // These samplers are set in code not here. @@ -115,7 +115,7 @@ singleton CustomMaterial( UnderwaterMat ) //sampler["bumpMap"] = "core/art/water/noise02"; //sampler["foamMap"] = "core/art/water/foam"; - sampler["prepassTex"] = "#prepass"; + sampler["deferredTex"] = "#deferred"; sampler["refractBuff"] = "$backbuff"; shader = UnderWaterShader; @@ -171,7 +171,7 @@ singleton CustomMaterial( WaterBasicMat ) //sampler["bumpMap"] = "core/art/water/noise02"; //sampler["skyMap"] = "$cubemap"; - //sampler["prepassTex"] = "#prepass"; + //sampler["deferredTex"] = "#deferred"; sampler["reflectMap"] = "$reflectbuff"; sampler["refractBuff"] = "$backbuff"; @@ -199,7 +199,7 @@ singleton CustomMaterial( UnderwaterBasicMat ) //sampler["bumpMap"] = "core/art/water/noise02"; //samplers["skyMap"] = "$cubemap"; - //sampler["prepassTex"] = "#prepass"; + //sampler["deferredTex"] = "#deferred"; sampler["refractBuff"] = "$backbuff"; shader = UnderWaterBasicShader; diff --git a/Templates/Full/game/shaders/common/VolumetricFog/VFogP.hlsl b/Templates/Full/game/shaders/common/VolumetricFog/VFogP.hlsl index e900f7548..9fdf5c882 100644 --- a/Templates/Full/game/shaders/common/VolumetricFog/VFogP.hlsl +++ b/Templates/Full/game/shaders/common/VolumetricFog/VFogP.hlsl @@ -25,7 +25,7 @@ #include "../shaderModelAutoGen.hlsl" #include "../torque.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); TORQUE_UNIFORM_SAMPLER2D(depthBuffer, 1); TORQUE_UNIFORM_SAMPLER2D(frontBuffer, 2); TORQUE_UNIFORM_SAMPLER2D(density, 3); @@ -56,7 +56,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0; uvscreen.y = 1.0 - uvscreen.y; - float obj_test = TORQUE_PREPASS_UNCONDITION(prepassTex, uvscreen).w * preBias; + float obj_test = TORQUE_PREPASS_UNCONDITION(deferredTex, uvscreen).w * preBias; float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r; float front = TORQUE_TEX2D(frontBuffer, uvscreen).r; diff --git a/Templates/Full/game/shaders/common/VolumetricFog/VFogPreP.hlsl b/Templates/Full/game/shaders/common/VolumetricFog/VFogPreP.hlsl index fdc839507..9d5060935 100644 --- a/Templates/Full/game/shaders/common/VolumetricFog/VFogPreP.hlsl +++ b/Templates/Full/game/shaders/common/VolumetricFog/VFogPreP.hlsl @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -// Volumetric Fog prepass pixel shader V1.00 +// Volumetric Fog deferred pixel shader V1.00 #include "../shaderModel.hlsl" struct ConnectData diff --git a/Templates/Full/game/shaders/common/VolumetricFog/VFogPreV.hlsl b/Templates/Full/game/shaders/common/VolumetricFog/VFogPreV.hlsl index aba7a745d..b736e0d0d 100644 --- a/Templates/Full/game/shaders/common/VolumetricFog/VFogPreV.hlsl +++ b/Templates/Full/game/shaders/common/VolumetricFog/VFogPreV.hlsl @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -// Volumetric Fog prepass vertex shader V1.00 +// Volumetric Fog deferred vertex shader V1.00 #include "../shaderModel.hlsl" #include "../hlslStructs.hlsl" diff --git a/Templates/Full/game/shaders/common/VolumetricFog/gl/VFogP.glsl b/Templates/Full/game/shaders/common/VolumetricFog/gl/VFogP.glsl index 7895d9e2d..fcfa31244 100644 --- a/Templates/Full/game/shaders/common/VolumetricFog/gl/VFogP.glsl +++ b/Templates/Full/game/shaders/common/VolumetricFog/gl/VFogP.glsl @@ -24,7 +24,7 @@ #include "shadergen:/autogenConditioners.h" #include "../../gl/torque.glsl" -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; uniform sampler2D depthBuffer; uniform sampler2D frontBuffer; uniform sampler2D density; @@ -52,7 +52,7 @@ void main() vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0; uvscreen.y = 1.0 - uvscreen.y; - float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias; + float obj_test = deferredUncondition( deferredTex, uvscreen).w * preBias; float depth = tex2D(depthBuffer,uvscreen).r; float front = tex2D(frontBuffer,uvscreen).r; diff --git a/Templates/Full/game/shaders/common/gl/particlesP.glsl b/Templates/Full/game/shaders/common/gl/particlesP.glsl index 813e31a1d..cf35e5f1b 100644 --- a/Templates/Full/game/shaders/common/gl/particlesP.glsl +++ b/Templates/Full/game/shaders/common/gl/particlesP.glsl @@ -34,9 +34,9 @@ uniform float oneOverSoftness; uniform float oneOverFar; - uniform sampler2D prepassTex; + uniform sampler2D deferredTex; //uniform vec3 vEye; - uniform vec4 prePassTargetParams; + uniform vec4 deferredTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro @@ -86,9 +86,9 @@ void main() #ifdef SOFTPARTICLES vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w; - tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams); + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); - float sceneDepth = prepassUncondition( prepassTex, tc ).w; + float sceneDepth = deferredUncondition( deferredTex, tc ).w; float depth = IN_pos.w * oneOverFar; float diff = sceneDepth - depth; #ifdef CLIP_Z diff --git a/Templates/Full/game/shaders/common/lighting/advanced/dbgDepthVisualizeP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/dbgDepthVisualizeP.hlsl index 68df09a78..b04330f06 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/dbgDepthVisualizeP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/dbgDepthVisualizeP.hlsl @@ -23,11 +23,11 @@ #include "../../postfx/postFx.hlsl" #include "../../shaderModelAutoGen.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); TORQUE_UNIFORM_SAMPLER1D(depthViz, 1); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w; + float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; return float4( TORQUE_TEX1D( depthViz, depth ).rgb, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/dbgLightColorVisualizeP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/dbgLightColorVisualizeP.hlsl index ca6d8d677..52ad99c31 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/dbgLightColorVisualizeP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/dbgLightColorVisualizeP.hlsl @@ -23,10 +23,10 @@ #include "../../shaderModelAutoGen.hlsl" #include "../../postfx/postFx.hlsl" -TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0); +TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float4 lightColor = TORQUE_TEX2D( lightPrePassTex, IN.uv0 ); + float4 lightColor = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ); return float4( lightColor.rgb, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/dbgLightSpecularVisualizeP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/dbgLightSpecularVisualizeP.hlsl index 072f07e00..2d6fa986e 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/dbgLightSpecularVisualizeP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/dbgLightSpecularVisualizeP.hlsl @@ -22,10 +22,10 @@ #include "../../postfx/postFx.hlsl" -TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0); +TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float specular = TORQUE_TEX2D( lightPrePassTex, IN.uv0 ).a; + float specular = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ).a; return float4( specular, specular, specular, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/dbgNormalVisualizeP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/dbgNormalVisualizeP.hlsl index 4f31d2c53..8ba3e0d39 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/dbgNormalVisualizeP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/dbgNormalVisualizeP.hlsl @@ -23,10 +23,10 @@ #include "../../postfx/postFx.hlsl" #include "../../shaderModelAutoGen.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float3 normal = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).xyz; + float3 normal = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).xyz; return float4( ( normal + 1.0 ) * 0.5, 1.0 ); } \ No newline at end of file diff --git a/Templates/Full/game/shaders/common/lighting/advanced/deferredClearGBufferP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/deferredClearGBufferP.hlsl index cefebe8c7..5ae05896e 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/deferredClearGBufferP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/deferredClearGBufferP.hlsl @@ -41,7 +41,7 @@ Fragout main( Conn IN ) { Fragout OUT; - // Clear Prepass Buffer ( Normals/Depth ); + // Clear Deferred Buffer ( Normals/Depth ); OUT.col = float4(1.0, 1.0, 1.0, 1.0); // Clear Color Buffer. diff --git a/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl index 992cde5cb..eac5d80d6 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl @@ -25,17 +25,17 @@ #include "shaders/common/torque.hlsl" TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0); -TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,1); +TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,1); TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2); -TORQUE_UNIFORM_SAMPLER2D(prepassTex,3); +TORQUE_UNIFORM_SAMPLER2D(deferredTex,3); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float4 lightBuffer = TORQUE_TEX2D( lightPrePassTex, IN.uv0 ); + float4 lightBuffer = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ); float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ); float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 ); float specular = saturate(lightBuffer.a); - float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w; + float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; if (depth>0.9999) return float4(0,0,0,0); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl index 6b9dd72ad..28928a12f 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgDepthVisualizeP.glsl @@ -24,13 +24,13 @@ #include "shadergen:/autogenConditioners.h" in vec2 uv0; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; uniform sampler1D depthViz; out vec4 OUT_col; void main() { - float depth = prepassUncondition( prepassTex, uv0 ).w; + float depth = deferredUncondition( deferredTex, uv0 ).w; OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl index 3e7de5a66..569c7baf4 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl @@ -23,12 +23,12 @@ #include "../../../gl/hlslCompat.glsl" in vec2 uv0; -uniform sampler2D lightPrePassTex; +uniform sampler2D lightDeferredTex; out vec4 OUT_col; void main() { - vec4 lightColor = texture( lightPrePassTex, uv0 ); + vec4 lightColor = texture( lightDeferredTex, uv0 ); OUT_col = vec4( lightColor.rgb, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl index 7b654c936..b039d64f0 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl @@ -23,12 +23,12 @@ #include "../../../gl/hlslCompat.glsl" in vec2 uv0; -uniform sampler2D lightPrePassTex; +uniform sampler2D lightDeferredTex; out vec4 OUT_col; void main() { - float specular = texture( lightPrePassTex, uv0 ).a; + float specular = texture( lightDeferredTex, uv0 ).a; OUT_col = vec4( specular, specular, specular, 1.0 ); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl index 84ea4d3fb..00036d053 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/dbgNormalVisualizeP.glsl @@ -24,12 +24,12 @@ #include "shadergen:/autogenConditioners.h" in vec2 uv0; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; out vec4 OUT_col; void main() { - vec3 normal = prepassUncondition( prepassTex, uv0 ).xyz; + vec3 normal = deferredUncondition( deferredTex, uv0 ).xyz; OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 ); } \ No newline at end of file diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl index 39dc0dc9f..b58f347bb 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl @@ -29,7 +29,7 @@ out vec4 OUT_col2; //----------------------------------------------------------------------------- void main() { - // Clear Prepass Buffer ( Normals/Depth ); + // Clear Deferred Buffer ( Normals/Depth ); OUT_col = vec4(1.0, 1.0, 1.0, 1.0); // Clear Color Buffer. diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl index ae01125af..0234d5fd1 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl @@ -26,21 +26,21 @@ #include "../../../gl/torque.glsl" uniform sampler2D colorBufferTex; -uniform sampler2D lightPrePassTex; +uniform sampler2D lightDeferredTex; uniform sampler2D matInfoTex; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; out vec4 OUT_col; void main() { - float depth = prepassUncondition( prepassTex, uv0 ).w; + float depth = deferredUncondition( deferredTex, uv0 ).w; if (depth>0.9999) { OUT_col = vec4(0.0); return; } - vec4 lightBuffer = texture( lightPrePassTex, uv0 ); + vec4 lightBuffer = texture( lightDeferredTex, uv0 ); vec4 colorBuffer = texture( colorBufferTex, uv0 ); vec4 matInfo = texture( matInfoTex, uv0 ); float specular = clamp(lightBuffer.a,0.0,1.0); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl index 8fe127e04..80869de25 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl @@ -103,7 +103,7 @@ uniform samplerCube cookieMap ; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; #ifdef SHADOW_CUBE uniform samplerCube shadowMap; @@ -159,9 +159,9 @@ void main() } // Sample/unpack the normal/z data - vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene ); - vec3 normal = prepassSample.rgb; - float depth = prepassSample.a; + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Eye ray - Eye -> Pixel vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane ); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl index c6ffa02a0..5fcf1b19c 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl @@ -46,7 +46,7 @@ uniform sampler2D cookieMap; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; uniform sampler2D shadowMap; uniform sampler2D dynamicShadowMap; @@ -101,9 +101,9 @@ void main() } // Sample/unpack the normal/z data - vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene ); - vec3 normal = prepassSample.rgb; - float depth = prepassSample.a; + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Eye ray - Eye -> Pixel vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane ); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 15e0bf477..142e58b10 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -42,7 +42,7 @@ uniform sampler2D ssaoMask ; uniform vec4 rtParams3; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; uniform sampler2D lightBuffer; uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; @@ -214,9 +214,9 @@ void main() } // Sample/unpack the normal/z data - vec4 prepassSample = prepassUncondition( prePassBuffer, uv0 ); - vec3 normal = prepassSample.rgb; - float depth = prepassSample.a; + vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 ); + vec3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Use eye ray to get ws pos vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/particlePointLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/particlePointLightP.hlsl index 7ff5d50d2..c3cb05dd0 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/particlePointLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/particlePointLightP.hlsl @@ -34,7 +34,7 @@ struct ConvexConnectP float3 vsEyeDir : TEXCOORD1; }; -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); uniform float4 lightPosition; uniform float4 lightColor; @@ -49,9 +49,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 float2 uvScene = getUVFromSSPos(ssPos, rtParams0); // Sample/unpack the normal/z data - float4 prepassSample = TORQUE_PREPASS_UNCONDITION(prePassBuffer, uvScene); - float3 normal = prepassSample.rgb; - float depth = prepassSample.a; + float4 deferredSample = TORQUE_PREPASS_UNCONDITION(deferredBuffer, uvScene); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Eye ray - Eye -> Pixel float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir, vsFarPlane); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl index a8c0ea105..14364ec16 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl @@ -106,7 +106,7 @@ TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3); #endif -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); #ifdef SHADOW_CUBE TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1); @@ -161,9 +161,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 } // Sample/unpack the normal/z data - float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); - float3 normal = prepassSample.rgb; - float depth = prepassSample.a; + float4 deferredSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, uvScene ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Eye ray - Eye -> Pixel float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane ); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl index 5040b15e2..d9958ebc5 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl @@ -38,7 +38,7 @@ struct ConvexConnectP float4 vsEyeDir : TEXCOORD2; }; -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2); @@ -99,9 +99,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 } // Sample/unpack the normal/z data - float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); - float3 normal = prepassSample.rgb; - float depth = prepassSample.a; + float4 deferredSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, uvScene ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Eye ray - Eye -> Pixel float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane ); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index 956227909..1fd2ab8dd 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -30,7 +30,7 @@ #include "../shadowMap/shadowMapIO_HLSL.h" #include "softShadow.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2); @@ -213,9 +213,9 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 subsurface = float3(0.337255, 0.772549, 0.262745); } // Sample/unpack the normal/z data - float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 ); - float3 normal = prepassSample.rgb; - float depth = prepassSample.a; + float4 deferredSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, IN.uv0 ); + float3 normal = deferredSample.rgb; + float depth = deferredSample.a; // Use eye ray to get ws pos float4 worldPos = float4(eyePosWorld + IN.wsEyeRay * depth, 1.0f); diff --git a/Templates/Full/game/shaders/common/particlesP.hlsl b/Templates/Full/game/shaders/common/particlesP.hlsl index 37439c59a..c3fb6ceb9 100644 --- a/Templates/Full/game/shaders/common/particlesP.hlsl +++ b/Templates/Full/game/shaders/common/particlesP.hlsl @@ -33,9 +33,9 @@ uniform float oneOverSoftness; uniform float oneOverFar; - TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1); + TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); //uniform float3 vEye; - uniform float4 prePassTargetParams; + uniform float4 deferredTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro @@ -82,9 +82,9 @@ float4 main( Conn IN ) : TORQUE_TARGET0 #ifdef SOFTPARTICLES float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w; - tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams); + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); - float sceneDepth = TORQUE_PREPASS_UNCONDITION(prepassTex, tc).w; + float sceneDepth = TORQUE_PREPASS_UNCONDITION(deferredTex, tc).w; float depth = IN.pos.w * oneOverFar; float diff = sceneDepth - depth; #ifdef CLIP_Z diff --git a/Templates/Full/game/shaders/common/postFx/caustics/causticsP.hlsl b/Templates/Full/game/shaders/common/postFx/caustics/causticsP.hlsl index d2f4a058a..923cdeadd 100644 --- a/Templates/Full/game/shaders/common/postFx/caustics/causticsP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/caustics/causticsP.hlsl @@ -28,7 +28,7 @@ uniform float3 eyePosWorld; uniform float4 rtParams0; uniform float4 waterFogPlane; -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); TORQUE_UNIFORM_SAMPLER2D(causticsTex0, 1); TORQUE_UNIFORM_SAMPLER2D(causticsTex1, 2); @@ -40,10 +40,10 @@ float distanceToPlane(float4 plane, float3 pos) float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { //Sample the pre-pass - float4 prePass = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ); + float4 deferred = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ); //Get depth - float depth = prePass.w; + float depth = deferred.w; if(depth > 0.9999) return float4(0,0,0,0); @@ -71,7 +71,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 //Use normal Z to modulate caustics //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); - caustics *= saturate(prePass.z) * pow(abs(1-depth), 64) * waterDepth; + caustics *= saturate(deferred.z) * pow(abs(1-depth), 64) * waterDepth; return caustics; } diff --git a/Templates/Full/game/shaders/common/postFx/caustics/gl/causticsP.glsl b/Templates/Full/game/shaders/common/postFx/caustics/gl/causticsP.glsl index 2d2a54154..d002fd7e1 100644 --- a/Templates/Full/game/shaders/common/postFx/caustics/gl/causticsP.glsl +++ b/Templates/Full/game/shaders/common/postFx/caustics/gl/causticsP.glsl @@ -29,7 +29,7 @@ uniform vec4 rtParams0; uniform vec4 waterFogPlane; uniform float accumTime; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; uniform sampler2D causticsTex0; uniform sampler2D causticsTex1; uniform vec2 targetSize; @@ -44,10 +44,10 @@ float distanceToPlane(vec4 plane, vec3 pos) void main() { //Sample the pre-pass - vec4 prePass = prepassUncondition( prepassTex, IN_uv0 ); + vec4 deferred = deferredUncondition( deferredTex, IN_uv0 ); //Get depth - float depth = prePass.w; + float depth = deferred.w; if(depth > 0.9999) { OUT_col = vec4(0,0,0,0); @@ -81,7 +81,7 @@ void main() //Use normal Z to modulate caustics //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); - caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth; + caustics *= saturate(deferred.z) * pow(1-depth, 64) * waterDepth; OUT_col = caustics; } diff --git a/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_DownSample_P.glsl b/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_DownSample_P.glsl index 17f23e487..f3c093f31 100644 --- a/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_DownSample_P.glsl +++ b/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_DownSample_P.glsl @@ -87,10 +87,10 @@ void main() coc = half4(0); for ( int i = 0; i < 4; i++ ) { - depth[0] = prepassUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w; - depth[1] = prepassUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w; - depth[2] = prepassUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w; - depth[3] = prepassUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w; + depth[0] = deferredUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w; + depth[1] = deferredUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w; + depth[2] = deferredUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w; + depth[3] = deferredUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w; // @todo OPENGL INTEL need review coc = max( coc, clamp( half4(dofEqWorld.x) * depth + half4(dofEqWorld.y), half4(0.0), half4(maxWorldCoC) ) ); diff --git a/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_Final_P.glsl b/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_Final_P.glsl index 40b71bc27..9b976ba1e 100644 --- a/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_Final_P.glsl +++ b/Templates/Full/game/shaders/common/postFx/dof/gl/DOF_Final_P.glsl @@ -117,7 +117,7 @@ void main() //med.rgb = large; //nearCoc = 0; - depth = prepassUncondition( depthSampler, IN_uv3 ).w; + depth = deferredUncondition( depthSampler, IN_uv3 ).w; //return half4(depth.rrr,1); //return half4(nearCoc.rrr,1.0); diff --git a/Templates/Full/game/shaders/common/postFx/edgeaa/edgeDetectP.hlsl b/Templates/Full/game/shaders/common/postFx/edgeaa/edgeDetectP.hlsl index 2277126a8..d9988341c 100644 --- a/Templates/Full/game/shaders/common/postFx/edgeaa/edgeDetectP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/edgeaa/edgeDetectP.hlsl @@ -23,7 +23,7 @@ #include "../postFx.hlsl" #include "../../shaderModelAutoGen.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prepassBuffer,0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer,0); // GPU Gems 3, pg 443-444 float GetEdgeWeight(float2 uv0, in float2 targetSize) @@ -50,7 +50,7 @@ float GetEdgeWeight(float2 uv0, in float2 targetSize) for(int i = 0; i < 9; i++) { float2 uv = uv0 + offsets[i] * PixelSize; - float4 gbSample = TORQUE_PREPASS_UNCONDITION( prepassBuffer, uv ); + float4 gbSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, uv ); Depth[i] = gbSample.a; Normal[i] = gbSample.rgb; } diff --git a/Templates/Full/game/shaders/common/postFx/edgeaa/gl/edgeDetectP.glsl b/Templates/Full/game/shaders/common/postFx/edgeaa/gl/edgeDetectP.glsl index d1856ecde..02507eee8 100644 --- a/Templates/Full/game/shaders/common/postFx/edgeaa/gl/edgeDetectP.glsl +++ b/Templates/Full/game/shaders/common/postFx/edgeaa/gl/edgeDetectP.glsl @@ -24,7 +24,7 @@ #include "shadergen:/autogenConditioners.h" // GPU Gems 3, pg 443-444 -float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize) +float GetEdgeWeight(vec2 uv0, in sampler2D deferredBuffer, in vec2 targetSize) { vec2 offsets[9] = vec2[]( vec2( 0.0, 0.0), @@ -47,7 +47,7 @@ float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize) for(int i = 0; i < 9; i++) { vec2 uv = uv0 + offsets[i] * PixelSize; - vec4 gbSample = prepassUncondition( prepassBuffer, uv ); + vec4 gbSample = deferredUncondition( deferredBuffer, uv ); Depth[i] = gbSample.a; Normal[i] = gbSample.rgb; } @@ -85,12 +85,12 @@ float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize) in vec2 uv0; #define IN_uv0 uv0 -uniform sampler2D prepassBuffer; +uniform sampler2D deferredBuffer; uniform vec2 targetSize; out vec4 OUT_col; void main() { - OUT_col = vec4( GetEdgeWeight(IN_uv0, prepassBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw); + OUT_col = vec4( GetEdgeWeight(IN_uv0, deferredBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw); } diff --git a/Templates/Full/game/shaders/common/postFx/fogP.hlsl b/Templates/Full/game/shaders/common/postFx/fogP.hlsl index de5fd65dc..437d8c396 100644 --- a/Templates/Full/game/shaders/common/postFx/fogP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/fogP.hlsl @@ -25,7 +25,7 @@ #include "./../torque.hlsl" #include "./../shaderModelAutoGen.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); uniform float3 eyePosWorld; uniform float4 fogColor; uniform float3 fogData; @@ -33,8 +33,8 @@ uniform float4 rtParams0; float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - //float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w; + //float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; + float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); float factor = computeSceneFog( eyePosWorld, diff --git a/Templates/Full/game/shaders/common/postFx/gl/fogP.glsl b/Templates/Full/game/shaders/common/postFx/gl/fogP.glsl index dd16f8b46..9dbc435fe 100644 --- a/Templates/Full/game/shaders/common/postFx/gl/fogP.glsl +++ b/Templates/Full/game/shaders/common/postFx/gl/fogP.glsl @@ -25,7 +25,7 @@ #include "shadergen:/autogenConditioners.h" #include "../../gl/torque.glsl" -uniform sampler2D prepassTex ; +uniform sampler2D deferredTex ; uniform vec3 eyePosWorld; uniform vec4 fogColor; uniform vec3 fogData; @@ -38,8 +38,8 @@ out vec4 OUT_col; void main() { - //vec2 prepassCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = prepassUncondition( prepassTex, uv0 ).w; + //vec2 deferredCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy; + float depth = deferredUncondition( deferredTex, uv0 ).w; //return vec4( depth, 0, 0, 0.7 ); float factor = computeSceneFog( eyePosWorld, diff --git a/Templates/Full/game/shaders/common/postFx/gl/motionBlurP.glsl b/Templates/Full/game/shaders/common/postFx/gl/motionBlurP.glsl index 56333e776..8077d4124 100644 --- a/Templates/Full/game/shaders/common/postFx/gl/motionBlurP.glsl +++ b/Templates/Full/game/shaders/common/postFx/gl/motionBlurP.glsl @@ -35,7 +35,7 @@ uniform mat4 matWorldToScreen; uniform float velocityMultiplier; uniform sampler2D backBuffer; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; out vec4 OUT_col; @@ -44,11 +44,11 @@ void main() vec2 IN_uv0 = _IN_uv0; float samples = 5; - // First get the prepass texture for uv channel 0 - vec4 prepass = prepassUncondition( prepassTex, IN_uv0 ); + // First get the deferred texture for uv channel 0 + vec4 deferred = deferredUncondition( deferredTex, IN_uv0 ); // Next extract the depth - float depth = prepass.a; + float depth = deferred.a; // Create the screen position vec4 screenPos = vec4(IN_uv0.x*2-1, IN_uv0.y*2-1, depth*2-1, 1); diff --git a/Templates/Full/game/shaders/common/postFx/gl/underwaterFogP.glsl b/Templates/Full/game/shaders/common/postFx/gl/underwaterFogP.glsl index 33cfae7bd..8b1b80bc0 100644 --- a/Templates/Full/game/shaders/common/postFx/gl/underwaterFogP.glsl +++ b/Templates/Full/game/shaders/common/postFx/gl/underwaterFogP.glsl @@ -39,7 +39,7 @@ // Uniforms //----------------------------------------------------------------------------- -uniform sampler2D prepassTex ; +uniform sampler2D deferredTex ; uniform sampler2D backbuffer ; uniform sampler1D waterDepthGradMap; uniform vec3 eyePosWorld; @@ -55,9 +55,9 @@ out vec4 OUT_col; void main() { - //vec2 prepassCoord = IN_uv0; + //vec2 deferredCoord = IN_uv0; //IN_uv0 = ( IN_uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = prepassUncondition( prepassTex, IN_uv0 ).w; + float depth = deferredUncondition( deferredTex, IN_uv0 ).w; //return vec4( depth.rrr, 1 ); // Skip fogging the extreme far plane so that diff --git a/Templates/Full/game/shaders/common/postFx/lightRay/gl/lightRayOccludeP.glsl b/Templates/Full/game/shaders/common/postFx/lightRay/gl/lightRayOccludeP.glsl index a7917b328..59f5f4bbf 100644 --- a/Templates/Full/game/shaders/common/postFx/lightRay/gl/lightRayOccludeP.glsl +++ b/Templates/Full/game/shaders/common/postFx/lightRay/gl/lightRayOccludeP.glsl @@ -25,7 +25,7 @@ #include "../../gl/postFX.glsl" uniform sampler2D backBuffer; // The original backbuffer. -uniform sampler2D prepassTex; // The pre-pass depth and normals. +uniform sampler2D deferredTex; // The pre-pass depth and normals. uniform float brightScalar; @@ -38,7 +38,7 @@ void main() vec4 col = vec4( 0, 0, 0, 1 ); // Get the depth at this pixel. - float depth = prepassUncondition( prepassTex, IN_uv0 ).w; + float depth = deferredUncondition( deferredTex, IN_uv0 ).w; // If the depth is equal to 1.0, read from the backbuffer // and perform the exposure calculation on the result. diff --git a/Templates/Full/game/shaders/common/postFx/lightRay/lightRayOccludeP.hlsl b/Templates/Full/game/shaders/common/postFx/lightRay/lightRayOccludeP.hlsl index b70bafa98..1a0e4222f 100644 --- a/Templates/Full/game/shaders/common/postFx/lightRay/lightRayOccludeP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/lightRay/lightRayOccludeP.hlsl @@ -24,7 +24,7 @@ #include "../postFx.hlsl" TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); uniform float brightScalar; @@ -36,7 +36,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float4 col = float4( 0, 0, 0, 1 ); // Get the depth at this pixel. - float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w; + float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; // If the depth is equal to 1.0, read from the backbuffer // and perform the exposure calculation on the result. diff --git a/Templates/Full/game/shaders/common/postFx/mlaa/edgeDetectionP.hlsl b/Templates/Full/game/shaders/common/postFx/mlaa/edgeDetectionP.hlsl index 364bd948f..7d5c7f057 100644 --- a/Templates/Full/game/shaders/common/postFx/mlaa/edgeDetectionP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/mlaa/edgeDetectionP.hlsl @@ -29,7 +29,7 @@ #include "shadergen:/autogenConditioners.h" uniform sampler2D colorMapG : register(S0); -uniform sampler2D prepassMap : register(S1); +uniform sampler2D deferredMap : register(S1); uniform float3 lumaCoefficients; uniform float threshold; @@ -43,7 +43,7 @@ float4 main( float2 texcoord : TEXCOORD0, // // Note that there is a lot of overlapped luma calculations; performance // can be improved if this luma calculation is performed in the main pass, - // which may give you an edge if used in conjunction with a z prepass. + // which may give you an edge if used in conjunction with a z deferred. float L = dot(tex2D(colorMapG, texcoord).rgb, lumaCoefficients); @@ -56,11 +56,11 @@ float4 main( float2 texcoord : TEXCOORD0, float4 edges = step(threshold, delta); // Add depth edges to color edges - float D = prepassUncondition(prepassMap, texcoord).w; - float Dleft = prepassUncondition(prepassMap, offset[0].xy).w; - float Dtop = prepassUncondition(prepassMap, offset[0].zw).w; - float Dright = prepassUncondition(prepassMap, offset[1].xy).w; - float Dbottom = prepassUncondition(prepassMap, offset[1].zw).w; + float D = deferredUncondition(deferredMap, texcoord).w; + float Dleft = deferredUncondition(deferredMap, offset[0].xy).w; + float Dtop = deferredUncondition(deferredMap, offset[0].zw).w; + float Dright = deferredUncondition(deferredMap, offset[1].xy).w; + float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w; delta = abs(D.xxxx - float4(Dleft, Dtop, Dright, Dbottom)); edges += step(depthThreshold, delta); diff --git a/Templates/Full/game/shaders/common/postFx/mlaa/gl/edgeDetectionP.glsl b/Templates/Full/game/shaders/common/postFx/mlaa/gl/edgeDetectionP.glsl index 362f29b5c..d964a28a4 100644 --- a/Templates/Full/game/shaders/common/postFx/mlaa/gl/edgeDetectionP.glsl +++ b/Templates/Full/game/shaders/common/postFx/mlaa/gl/edgeDetectionP.glsl @@ -30,7 +30,7 @@ #include "shadergen:/autogenConditioners.h" uniform sampler2D colorMapG; -uniform sampler2D prepassMap; +uniform sampler2D deferredMap; uniform vec3 lumaCoefficients; uniform float threshold; @@ -47,7 +47,7 @@ void main() // // Note that there is a lot of overlapped luma calculations; performance // can be improved if this luma calculation is performed in the main pass, - // which may give you an edge if used in conjunction with a z prepass. + // which may give you an edge if used in conjunction with a z deferred. float L = dot(texture(colorMapG, texcoord).rgb, lumaCoefficients); @@ -60,11 +60,11 @@ void main() vec4 edges = step(threshold, delta); // Add depth edges to color edges - float D = prepassUncondition(prepassMap, texcoord).w; - float Dleft = prepassUncondition(prepassMap, offset[0].xy).w; - float Dtop = prepassUncondition(prepassMap, offset[0].zw).w; - float Dright = prepassUncondition(prepassMap, offset[1].xy).w; - float Dbottom = prepassUncondition(prepassMap, offset[1].zw).w; + float D = deferredUncondition(deferredMap, texcoord).w; + float Dleft = deferredUncondition(deferredMap, offset[0].xy).w; + float Dtop = deferredUncondition(deferredMap, offset[0].zw).w; + float Dright = deferredUncondition(deferredMap, offset[1].xy).w; + float Dbottom = deferredUncondition(deferredMap, offset[1].zw).w; delta = abs(vec4(D) - vec4(Dleft, Dtop, Dright, Dbottom)); edges += step(depthThreshold, delta); diff --git a/Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl b/Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl index 8bc65fbc6..50839fe1e 100644 --- a/Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl @@ -30,17 +30,17 @@ uniform float4x4 matWorldToScreen; // Passed in from setShaderConsts() uniform float velocityMultiplier; TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); float4 main(PFXVertToPix IN) : TORQUE_TARGET0 { float samples = 5; - // First get the prepass texture for uv channel 0 - float4 prepass = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ); + // First get the deferred texture for uv channel 0 + float4 deferred = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ); // Next extract the depth - float depth = prepass.a; + float depth = deferred.a; // Create the screen position float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1); diff --git a/Templates/Full/game/shaders/common/postFx/ssao/SSAO_Blur_P.hlsl b/Templates/Full/game/shaders/common/postFx/ssao/SSAO_Blur_P.hlsl index 270c68738..0a49622cf 100644 --- a/Templates/Full/game/shaders/common/postFx/ssao/SSAO_Blur_P.hlsl +++ b/Templates/Full/game/shaders/common/postFx/ssao/SSAO_Blur_P.hlsl @@ -24,7 +24,7 @@ #include "./../postFx.hlsl" TORQUE_UNIFORM_SAMPLER2D(occludeMap, 0); -TORQUE_UNIFORM_SAMPLER2D(prepassMap, 1); +TORQUE_UNIFORM_SAMPLER2D(deferredMap, 1); struct VertToPix { @@ -49,7 +49,7 @@ uniform float blurNormalTol; void sample( float2 uv, float weight, float4 centerTap, inout int usedCount, inout float occlusion, inout float total ) { //return; - float4 tap = TORQUE_PREPASS_UNCONDITION( prepassMap, uv ); + float4 tap = TORQUE_PREPASS_UNCONDITION( deferredMap, uv ); if ( abs( tap.a - centerTap.a ) < blurDepthTol ) { @@ -65,7 +65,7 @@ void sample( float2 uv, float weight, float4 centerTap, inout int usedCount, ino float4 main( VertToPix IN ) : TORQUE_TARGET0 { //float4 centerTap; - float4 centerTap = TORQUE_PREPASS_UNCONDITION( prepassMap, IN.uv0.zw ); + float4 centerTap = TORQUE_PREPASS_UNCONDITION( deferredMap, IN.uv0.zw ); //return centerTap; diff --git a/Templates/Full/game/shaders/common/postFx/ssao/SSAO_P.hlsl b/Templates/Full/game/shaders/common/postFx/ssao/SSAO_P.hlsl index cb3ee2fe4..66aa3e8d3 100644 --- a/Templates/Full/game/shaders/common/postFx/ssao/SSAO_P.hlsl +++ b/Templates/Full/game/shaders/common/postFx/ssao/SSAO_P.hlsl @@ -26,7 +26,7 @@ #define DOSMALL #define DOLARGE -TORQUE_UNIFORM_SAMPLER2D(prepassMap,0); +TORQUE_UNIFORM_SAMPLER2D(deferredMap,0); TORQUE_UNIFORM_SAMPLER2D(randNormalTex,1); TORQUE_UNIFORM_SAMPLER1D(powTable,2); @@ -143,9 +143,9 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float3 reflectNormal = normalize( TORQUE_TEX2DLOD( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 ); //return float4( reflectNormal, 1 ); - float4 prepass = TORQUE_PREPASS_UNCONDITION( prepassMap, IN.uv0 ); - float3 normal = prepass.xyz; - float depth = prepass.a; + float4 deferred = TORQUE_PREPASS_UNCONDITION( deferredMap, IN.uv0 ); + float3 normal = deferred.xyz; + float depth = deferred.a; //return float4( ( depth ).xxx, 1 ); // Early out if too far away. @@ -197,7 +197,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 se = ep + ray; - occluderFragment = TORQUE_PREPASS_UNCONDITION( prepassMap, se.xy ); + occluderFragment = TORQUE_PREPASS_UNCONDITION( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; @@ -246,7 +246,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 se = ep + ray; - occluderFragment = TORQUE_PREPASS_UNCONDITION( prepassMap, se.xy ); + occluderFragment = TORQUE_PREPASS_UNCONDITION( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; diff --git a/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_Blur_P.glsl b/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_Blur_P.glsl index f0de9396f..cae920af8 100644 --- a/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_Blur_P.glsl +++ b/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_Blur_P.glsl @@ -42,7 +42,7 @@ in vec2 uv7; #define IN_uv7 uv7 uniform sampler2D occludeMap ; -uniform sampler2D prepassMap ; +uniform sampler2D deferredMap ; uniform float blurDepthTol; uniform float blurNormalTol; @@ -51,7 +51,7 @@ out vec4 OUT_col; void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout float occlusion, inout float total ) { //return; - vec4 tap = prepassUncondition( prepassMap, uv ); + vec4 tap = deferredUncondition( deferredMap, uv ); if ( abs( tap.a - centerTap.a ) < blurDepthTol ) { @@ -67,7 +67,7 @@ void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout void main() { //vec4 centerTap; - vec4 centerTap = prepassUncondition( prepassMap, IN_uv0.zw ); + vec4 centerTap = deferredUncondition( deferredMap, IN_uv0.zw ); //return centerTap; diff --git a/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_P.glsl b/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_P.glsl index 7ee6a412a..cfff88381 100644 --- a/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_P.glsl +++ b/Templates/Full/game/shaders/common/postFx/ssao/gl/SSAO_P.glsl @@ -27,7 +27,7 @@ #define DOSMALL #define DOLARGE -uniform sampler2D prepassMap ; +uniform sampler2D deferredMap ; uniform sampler2D randNormalTex ; uniform sampler1D powTable ; @@ -146,9 +146,9 @@ void main() vec3 reflectNormal = normalize( tex2Dlod( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 ); //return vec4( reflectNormal, 1 ); - vec4 prepass = prepassUncondition( prepassMap, IN_uv0 ); - vec3 normal = prepass.xyz; - float depth = prepass.a; + vec4 deferred = deferredUncondition( deferredMap, IN_uv0 ); + vec3 normal = deferred.xyz; + float depth = deferred.a; //return vec4( ( depth ).xxx, 1 ); // Early out if too far away. @@ -203,7 +203,7 @@ void main() se = ep + ray; - occluderFragment = prepassUncondition( prepassMap, se.xy ); + occluderFragment = deferredUncondition( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; @@ -252,7 +252,7 @@ void main() se = ep + ray; - occluderFragment = prepassUncondition( prepassMap, se.xy ); + occluderFragment = deferredUncondition( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; diff --git a/Templates/Full/game/shaders/common/postFx/underwaterFogP.hlsl b/Templates/Full/game/shaders/common/postFx/underwaterFogP.hlsl index 80a8c4c77..b7d126f54 100644 --- a/Templates/Full/game/shaders/common/postFx/underwaterFogP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/underwaterFogP.hlsl @@ -37,7 +37,7 @@ // Uniforms //----------------------------------------------------------------------------- -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); TORQUE_UNIFORM_SAMPLER2D(backbuffer, 1); TORQUE_UNIFORM_SAMPLER1D(waterDepthGradMap, 2); @@ -53,9 +53,9 @@ uniform float4 rtParams0; float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - //float2 prepassCoord = IN.uv0; + //float2 deferredCoord = IN.uv0; //IN.uv0 = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w; + float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; //return float4( depth.rrr, 1 ); // Skip fogging the extreme far plane so that diff --git a/Templates/Full/game/shaders/common/shaderModelAutoGen.hlsl b/Templates/Full/game/shaders/common/shaderModelAutoGen.hlsl index 4f2d8803f..33531cbf6 100644 --- a/Templates/Full/game/shaders/common/shaderModelAutoGen.hlsl +++ b/Templates/Full/game/shaders/common/shaderModelAutoGen.hlsl @@ -27,9 +27,9 @@ // Portability helpers for autogenConditioners #if (TORQUE_SM >= 10 && TORQUE_SM <=30) - #define TORQUE_PREPASS_UNCONDITION(tex, coords) prepassUncondition(tex, coords) + #define TORQUE_PREPASS_UNCONDITION(tex, coords) deferredUncondition(tex, coords) #elif TORQUE_SM >= 40 - #define TORQUE_PREPASS_UNCONDITION(tex, coords) prepassUncondition(tex, texture_##tex, coords) + #define TORQUE_PREPASS_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords) #endif #endif //_TORQUE_SHADERMODEL_AUTOGEN_ diff --git a/Templates/Full/game/shaders/common/water/gl/waterBasicP.glsl b/Templates/Full/game/shaders/common/water/gl/waterBasicP.glsl index 1d5a07c3f..9ece76b72 100644 --- a/Templates/Full/game/shaders/common/water/gl/waterBasicP.glsl +++ b/Templates/Full/game/shaders/common/water/gl/waterBasicP.glsl @@ -94,7 +94,7 @@ float fresnel(float NdotV, float bias, float power) // Uniforms //----------------------------------------------------------------------------- uniform sampler2D bumpMap; -//uniform sampler2D prepassTex; +//uniform sampler2D deferredTex; uniform sampler2D reflectMap; uniform sampler2D refractBuff; uniform samplerCube skyMap; diff --git a/Templates/Full/game/shaders/common/water/gl/waterP.glsl b/Templates/Full/game/shaders/common/water/gl/waterP.glsl index 5f722282c..512eebda9 100644 --- a/Templates/Full/game/shaders/common/water/gl/waterP.glsl +++ b/Templates/Full/game/shaders/common/water/gl/waterP.glsl @@ -116,7 +116,7 @@ float fresnel(float NdotV, float bias, float power) // Uniforms //----------------------------------------------------------------------------- uniform sampler2D bumpMap; -uniform sampler2D prepassTex; +uniform sampler2D deferredTex; uniform sampler2D reflectMap; uniform sampler2D refractBuff; uniform samplerCube skyMap; @@ -165,9 +165,9 @@ void main() // Convert from WorldSpace to EyeSpace. float pixelDepth = PIXEL_DIST / farPlaneDist; - vec2 prepassCoord = viewportCoordToRenderTarget( IN_posPostWave, rtParams1 ); + vec2 deferredCoord = viewportCoordToRenderTarget( IN_posPostWave, rtParams1 ); - float startDepth = prepassUncondition( prepassTex, prepassCoord ).w; + float startDepth = deferredUncondition( deferredTex, deferredCoord ).w; // The water depth in world units of the undistorted pixel. float startDelta = ( startDepth - pixelDepth ); @@ -189,14 +189,14 @@ void main() vec4 distortPos = IN_posPostWave; distortPos.xy += distortDelta; - prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); - // Get prepass depth at the position of this distorted pixel. - float prepassDepth = prepassUncondition( prepassTex, prepassCoord ).w; - if ( prepassDepth > 0.99 ) - prepassDepth = 5.0; + // Get deferred depth at the position of this distorted pixel. + float deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; - float delta = ( prepassDepth - pixelDepth ) * farPlaneDist; + float delta = ( deferredDepth - pixelDepth ) * farPlaneDist; if ( delta < 0.0 ) { @@ -209,7 +209,7 @@ void main() } else { - float diff = ( prepassDepth - startDepth ) * farPlaneDist; + float diff = ( deferredDepth - startDepth ) * farPlaneDist; if ( diff < 0 ) { @@ -221,13 +221,13 @@ void main() distortPos = IN_posPostWave; distortPos.xy += distortDelta; - prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); - // Get prepass depth at the position of this distorted pixel. - prepassDepth = prepassUncondition( prepassTex, prepassCoord ).w; - if ( prepassDepth > 0.99 ) - prepassDepth = 5.0; - delta = ( prepassDepth - pixelDepth ) * farPlaneDist; + // Get deferred depth at the position of this distorted pixel. + deferredDepth = deferredUncondition( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + delta = ( deferredDepth - pixelDepth ) * farPlaneDist; } if ( delta < 0.1 ) diff --git a/Templates/Full/game/shaders/common/water/waterBasicP.hlsl b/Templates/Full/game/shaders/common/water/waterBasicP.hlsl index efb437779..f34a4e551 100644 --- a/Templates/Full/game/shaders/common/water/waterBasicP.hlsl +++ b/Templates/Full/game/shaders/common/water/waterBasicP.hlsl @@ -93,7 +93,7 @@ float fresnel(float NdotV, float bias, float power) // Uniforms //----------------------------------------------------------------------------- TORQUE_UNIFORM_SAMPLER2D(bumpMap,0); -//uniform sampler2D prepassTex : register( S1 ); +//uniform sampler2D deferredTex : register( S1 ); TORQUE_UNIFORM_SAMPLER2D(reflectMap,2); TORQUE_UNIFORM_SAMPLER2D(refractBuff,3); TORQUE_UNIFORM_SAMPLERCUBE(skyMap,4); diff --git a/Templates/Full/game/shaders/common/water/waterP.hlsl b/Templates/Full/game/shaders/common/water/waterP.hlsl index d50c0b51c..25820d403 100644 --- a/Templates/Full/game/shaders/common/water/waterP.hlsl +++ b/Templates/Full/game/shaders/common/water/waterP.hlsl @@ -106,7 +106,7 @@ float fresnel(float NdotV, float bias, float power) // Uniforms //----------------------------------------------------------------------------- TORQUE_UNIFORM_SAMPLER2D(bumpMap,0); -TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1); +TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); TORQUE_UNIFORM_SAMPLER2D(reflectMap, 2); TORQUE_UNIFORM_SAMPLER2D(refractBuff, 3); TORQUE_UNIFORM_SAMPLERCUBE(skyMap, 4); @@ -153,9 +153,9 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 // Convert from WorldSpace to EyeSpace. float pixelDepth = PIXEL_DIST / farPlaneDist; - float2 prepassCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 ); + float2 deferredCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 ); - float startDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w; + float startDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; // The water depth in world units of the undistorted pixel. float startDelta = ( startDepth - pixelDepth ); @@ -177,14 +177,14 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 float4 distortPos = IN.posPostWave; distortPos.xy += distortDelta; - prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); - // Get prepass depth at the position of this distorted pixel. - float prepassDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w; - if ( prepassDepth > 0.99 ) - prepassDepth = 5.0; + // Get deferred depth at the position of this distorted pixel. + float deferredDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; - float delta = ( prepassDepth - pixelDepth ) * farPlaneDist; + float delta = ( deferredDepth - pixelDepth ) * farPlaneDist; if ( delta < 0.0 ) { @@ -197,7 +197,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 } else { - float diff = ( prepassDepth - startDepth ) * farPlaneDist; + float diff = ( deferredDepth - startDepth ) * farPlaneDist; if ( diff < 0 ) { @@ -209,13 +209,13 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 distortPos = IN.posPostWave; distortPos.xy += distortDelta; - prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); + deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); - // Get prepass depth at the position of this distorted pixel. - prepassDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w; - if ( prepassDepth > 0.99 ) - prepassDepth = 5.0; - delta = ( prepassDepth - pixelDepth ) * farPlaneDist; + // Get deferred depth at the position of this distorted pixel. + deferredDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; + if ( deferredDepth > 0.99 ) + deferredDepth = 5.0; + delta = ( deferredDepth - pixelDepth ) * farPlaneDist; } if ( delta < 0.1 )