Fixed up the GL side, and tweaked some shader pathing to not cause issues with the new common shader placement.

This commit is contained in:
Areloch 2017-03-05 01:19:21 -06:00
parent bf6add9b33
commit 3d97684fca
21 changed files with 53 additions and 40 deletions

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@ -135,6 +135,18 @@ singleton ShaderData( VolumetricFogReflectionShader )
OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogRefl.glsl";
pixVersion = 3.0;
};
singleton ShaderData( CubemapSaveShader )
{
DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
samplerNames[0] = "$cubemapTex";
pixVersion = 3.0;
};

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@ -72,7 +72,7 @@ $pref::Video::autoDetect = 1;
// This is the path used by ShaderGen to cache procedural shaders. If left
// blank ShaderGen will only cache shaders to memory and not to disk.
$shaderGen::cachePath = "data/shaders";
$shaderGen::cachePath = "data/shaderCache";
// Uncomment to disable ShaderGen, useful when debugging
//$ShaderGen::GenNewShaders = false;

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@ -166,7 +166,7 @@ function recursiveLoadDatablockFiles( %datablockFiles, %previousErrors )
%reloadDatablockFiles.delete();
}
function getPrefpath()
function getUserPath()
{
%temp = getUserHomeDirectory();
echo(%temp);
@ -176,19 +176,25 @@ function getPrefpath()
echo(%temp);
if(!isDirectory(%temp))
{
$prefpath = "data";
%userPath = "data";
}
else
{
//put it in appdata/roaming
$prefpath = %temp @ "/" @ $appName @ "/preferences";
%userPath = %temp @ "/" @ $appName;
}
}
else
{
//put it in user/documents
$prefPath = %temp @ "/" @ $appName @ "/preferences";
%userPath = %temp @ "/" @ $appName;
}
return %userPath;
}
function getPrefpath()
{
$prefPath = getUserPath() @ "/preferences";
return $prefPath;
}

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@ -1,6 +1,6 @@
singleton ShaderData( ClearGBufferShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
@ -11,7 +11,7 @@ singleton ShaderData( ClearGBufferShader )
singleton ShaderData( DeferredColorShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";

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@ -41,11 +41,6 @@ $Core::UnAvailableTexturePath = "core/images/unavailable";
$Core::WarningTexturePath = "core/images/warnMat";
$Core::CommonShaderPath = "core/shaders";
/// This is the path used by ShaderGen to cache procedural
/// shaders. If left blank ShaderGen will only cache shaders
/// to memory and not to disk.
$shaderGen::cachePath = "data/shaders";
exec("./helperFunctions.cs");
// We need some of the default GUI profiles in order to get the canvas and

View file

@ -25,7 +25,7 @@ singleton ShaderData( GammaShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl";
samplerNames[0] = "$backBuffer";

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@ -25,7 +25,7 @@ singleton ShaderData( PFX_MotionBlurShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/motionBlurP.hlsl"; //new pixel shader
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl";
samplerNames[0] = "$backBuffer";

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@ -38,7 +38,7 @@ singleton ShaderData( PFX_CausticsShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
samplerNames[0] = "$prepassTex";

View file

@ -48,7 +48,7 @@ singleton ShaderData( PFX_ChromaticLensShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/chromaticLens.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/chromaticLens.glsl";
samplerNames[0] = "$backBuffer";

View file

@ -37,7 +37,7 @@ singleton ShaderData( PFX_EdgeAADetectShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
samplerNames[0] = "$prepassBuffer";
@ -64,7 +64,7 @@ singleton ShaderData( PFX_EdgeAADebugShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl";
samplerNames[0] = "$edgeBuffer";

View file

@ -25,7 +25,7 @@ singleton ShaderData( PFX_FlashShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl";
samplerNames[0] = "$backBuffer";

View file

@ -29,7 +29,7 @@ singleton ShaderData( FogPassShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
samplerNames[0] = "$prepassTex";
@ -76,7 +76,7 @@ singleton ShaderData( UnderwaterFogPassShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/underwaterFogP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl";
samplerNames[0] = "$prepassTex";

View file

@ -77,7 +77,7 @@ singleton ShaderData( HDR_BrightPassShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl";
samplerNames[0] = "$inputTex";
@ -102,7 +102,7 @@ singleton ShaderData( HDR_BloomGaussBlurHShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl";
samplerNames[0] = "$inputTex";
@ -114,7 +114,7 @@ singleton ShaderData( HDR_BloomGaussBlurVShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl";
samplerNames[0] = "$inputTex";
@ -126,7 +126,7 @@ singleton ShaderData( HDR_SampleLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl";
samplerNames[0] = "$inputTex";
@ -138,7 +138,7 @@ singleton ShaderData( HDR_DownSampleLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl";
samplerNames[0] = "$inputTex";
@ -150,7 +150,7 @@ singleton ShaderData( HDR_CalcAdaptedLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl";
samplerNames[0] = "$currLum";
@ -163,7 +163,7 @@ singleton ShaderData( HDR_CombineShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl";
samplerNames[0] = "$sceneTex";
@ -477,7 +477,7 @@ singleton ShaderData( LuminanceVisShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/luminanceVisP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/luminanceVisP.glsl";
samplerNames[0] = "$inputTex";

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@ -35,7 +35,7 @@ singleton ShaderData( LightRayOccludeShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayOccludeP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl";
samplerNames[0] = "$backBuffer";
@ -49,7 +49,7 @@ singleton ShaderData( LightRayShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayP.glsl";
samplerNames[0] = "$frameSampler";

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@ -153,7 +153,7 @@ singleton ShaderData( SSAOShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl";
samplerNames[0] = "$prepassMap";

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@ -35,7 +35,7 @@ singleton ShaderData( PFX_TurbulenceShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/turbulenceP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/turbulenceP.glsl";
samplerNames[0] = "$inputTex";

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@ -28,7 +28,7 @@ singleton ShaderData( VignetteShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/VignetteP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/gl/VignetteP.glsl";
samplerNames[0] = "$backBuffer";

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@ -25,8 +25,8 @@ singleton ShaderData( PFX_PassthruShader )
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
// OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
// OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
samplerNames[0] = "$inputTex";

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../../../../shaders/common/gl/torque.glsl"
#include "../../../gl/torque.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaders/common/postFx/postFx.hlsl"
#include "../../postFx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);

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@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../../../../shaders/common/postFx/postFx.hlsl"
#include "../../../../../../shaders/common/torque.hlsl"
#include "../../postFx/postFx.hlsl"
#include "../../torque.hlsl"
float4 rtParams0;