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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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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "torque.hlsl"
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#include "shaderModel.hlsl"
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// With advanced lighting we get soft particles.
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#ifdef TORQUE_LINEAR_DEPTH
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#define SOFTPARTICLES
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@ -29,11 +29,11 @@
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#ifdef SOFTPARTICLES
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#include "shadergen:/autogenConditioners.h"
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#include "shaderModelAutoGen.hlsl"
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uniform float oneOverSoftness;
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uniform float oneOverFar;
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uniform sampler2D prepassTex : register(S1);
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
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//uniform float3 vEye;
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uniform float4 prePassTargetParams;
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#endif
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@ -42,14 +42,14 @@
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struct Conn
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{
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float4 hpos : TORQUE_POSITION;
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float4 color : TEXCOORD0;
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float2 uv0 : TEXCOORD1;
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float4 pos : TEXCOORD2;
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float4 pos : TEXCOORD2;
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};
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uniform sampler2D diffuseMap : register(S0);
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uniform sampler2D paraboloidLightMap : register(S2);
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TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
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TORQUE_UNIFORM_SAMPLER2D(paraboloidLightMap, 2);
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float4 lmSample( float3 nrm )
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{
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@ -69,14 +69,14 @@ float4 lmSample( float3 nrm )
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// Atlasing front and back maps, so scale
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lmCoord.x *= 0.5;
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return tex2D(paraboloidLightMap, lmCoord);
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return TORQUE_TEX2D(paraboloidLightMap, lmCoord);
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}
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uniform float alphaFactor;
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uniform float alphaScale;
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float4 main( Conn IN ) : COLOR
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float4 main( Conn IN ) : TORQUE_TARGET0
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{
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float softBlend = 1;
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@ -84,7 +84,7 @@ float4 main( Conn IN ) : COLOR
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float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w;
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tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams);
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float sceneDepth = prepassUncondition( prepassTex, tc ).w;
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float sceneDepth = TORQUE_PREPASS_UNCONDITION(prepassTex, tc).w;
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float depth = IN.pos.w * oneOverFar;
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float diff = sceneDepth - depth;
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#ifdef CLIP_Z
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@ -96,7 +96,7 @@ float4 main( Conn IN ) : COLOR
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softBlend = saturate( diff * oneOverSoftness );
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#endif
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float4 diffuse = tex2D( diffuseMap, IN.uv0 );
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float4 diffuse = TORQUE_TEX2D( diffuseMap, IN.uv0 );
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//return float4( lmSample(float3(0, 0, -1)).rgb, IN.color.a * diffuse.a * softBlend * alphaScale);
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