Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -24,7 +24,7 @@
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
uniform float2 ScreenCenter;
@ -33,7 +33,7 @@ uniform float2 ScaleIn;
uniform float4 HmdWarpParam;
uniform float4 HmdChromaAbParam; // Chromatic aberration correction
float4 main( PFXVertToPix IN ) : COLOR0
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float2 texCoord;
float xOffset;
@ -75,18 +75,18 @@ float4 main( PFXVertToPix IN ) : COLOR0
{
// Now do blue texture lookup.
tcBlue.x += xOffset;
float blue = tex2D(backBuffer, tcBlue).b;
float blue = TORQUE_TEX2D(backBuffer, tcBlue).b;
// Do green lookup (no scaling).
float2 tcGreen = lensCenter + Scale * theta1;
tcGreen.x += xOffset;
float green = tex2D(backBuffer, tcGreen).g;
float green = TORQUE_TEX2D(backBuffer, tcGreen).g;
// Do red scale and lookup.
float2 thetaRed = theta1 * (HmdChromaAbParam.x + HmdChromaAbParam.y * rSq);
float2 tcRed = lensCenter + Scale * thetaRed;
tcRed.x += xOffset;
float red = tex2D(backBuffer, tcRed).r;
float red = TORQUE_TEX2D(backBuffer, tcRed).r;
color = float4(red, green, blue, 1);
}

View file

@ -20,11 +20,10 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
uniform float2 ScreenCenter;
@ -43,7 +42,7 @@ float2 HmdWarp(float2 in01, float2 lensCenter)
return lensCenter + Scale * theta1;
}
float4 main( PFXVertToPix IN ) : COLOR0
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float2 texCoord;
float xOffset;
@ -74,7 +73,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
else
{
tc.x += xOffset;
color = tex2D(backBuffer, tc);
color = TORQUE_TEX2D(backBuffer, tc);
}
return color;

View file

@ -20,15 +20,14 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "../postFx.hlsl"
#include "../../torque.hlsl"
uniform sampler2D backBuffer : register(S0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float2 LensXOffsets;
float4 main( PFXVertToPix IN ) : COLOR0
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float2 texCoord;
float xOffset;
@ -54,7 +53,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
texCoord.x *= 0.5;
texCoord.x += 0.25;
float4 color = tex2D(backBuffer, texCoord);
float4 color = TORQUE_TEX2D(backBuffer, texCoord);
return color;
}