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https://github.com/TorqueGameEngines/Torque3D.git
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Direct3D11 common shader changes.
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parent
1ff6f221fb
commit
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283 changed files with 3547 additions and 1834 deletions
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@ -23,10 +23,12 @@
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//*****************************************************************************
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// Box Filter
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//*****************************************************************************
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#include "../ShaderModel.hlsl"
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struct ConnectData
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{
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float2 tex0 : TEXCOORD0;
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float4 hpos : TORQUE_POSITION;
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float2 tex0 : TEXCOORD0;
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};
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// If not defined from ShaderData then define
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@ -40,12 +42,12 @@ float log_conv ( float x0, float X, float y0, float Y )
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return (X + log(x0 + (y0 * exp(Y - X))));
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}
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float4 main( ConnectData IN,
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uniform sampler2D diffuseMap0 : register(S0),
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uniform float texSize : register(C0),
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uniform float2 blurDimension : register(C2),
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uniform float2 blurBoundaries : register(C3)
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) : COLOR0
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TORQUE_UNIFORM_SAMPLER2D(diffuseMap0, 0);
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uniform float texSize : register(C0);
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uniform float2 blurDimension : register(C2);
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uniform float2 blurBoundaries : register(C3);
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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// 5x5
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if (IN.tex0.x <= blurBoundaries.x)
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@ -56,8 +58,8 @@ float4 main( ConnectData IN,
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float2 texCoord = IN.tex0;
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float accum = log_conv(0.3125, tex2D(diffuseMap0, texCoord - sampleOffset), 0.375, tex2D(diffuseMap0, texCoord));
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accum = log_conv(1, accum, 0.3125, tex2D(diffuseMap0, texCoord + sampleOffset));
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float accum = log_conv(0.3125, TORQUE_TEX2D(diffuseMap0, texCoord - sampleOffset), 0.375, tex2D(diffuseMap0, texCoord));
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accum = log_conv(1, accum, 0.3125, TORQUE_TEX2D(diffuseMap0, texCoord + sampleOffset));
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return accum;
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} else {
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@ -73,7 +75,7 @@ float4 main( ConnectData IN,
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return accum;
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} else {
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return tex2D(diffuseMap0, IN.tex0);
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return TORQUE_TEX2D(diffuseMap0, IN.tex0);
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}
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}
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}
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@ -26,15 +26,18 @@
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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#include "../ShaderModel.hlsl"
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struct VertData
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{
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float2 texCoord : TEXCOORD0;
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float4 position : POSITION;
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float3 position : POSITION;
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float2 texCoord : TEXCOORD0;
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};
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struct ConnectData
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{
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float4 hpos : POSITION;
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float4 hpos : TORQUE_POSITION;
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float2 tex0 : TEXCOORD0;
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};
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@ -47,7 +50,7 @@ ConnectData main( VertData IN,
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{
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ConnectData OUT;
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OUT.hpos = mul(modelview, IN.position);
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OUT.hpos = mul(modelview, float4(IN.position,1.0));
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OUT.tex0 = IN.texCoord;
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return OUT;
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