mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-02 11:05:15 +00:00
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:
parent
bf6add9b33
commit
3d97684fca
21 changed files with 53 additions and 40 deletions
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@ -135,6 +135,18 @@ singleton ShaderData( VolumetricFogReflectionShader )
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogPreV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogRefl.glsl";
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pixVersion = 3.0;
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};
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singleton ShaderData( CubemapSaveShader )
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{
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DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
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DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
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OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
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OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
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samplerNames[0] = "$cubemapTex";
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pixVersion = 3.0;
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};
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@ -72,7 +72,7 @@ $pref::Video::autoDetect = 1;
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// This is the path used by ShaderGen to cache procedural shaders. If left
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// blank ShaderGen will only cache shaders to memory and not to disk.
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$shaderGen::cachePath = "data/shaders";
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$shaderGen::cachePath = "data/shaderCache";
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// Uncomment to disable ShaderGen, useful when debugging
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//$ShaderGen::GenNewShaders = false;
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@ -166,7 +166,7 @@ function recursiveLoadDatablockFiles( %datablockFiles, %previousErrors )
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%reloadDatablockFiles.delete();
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}
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function getPrefpath()
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function getUserPath()
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{
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%temp = getUserHomeDirectory();
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echo(%temp);
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@ -176,19 +176,25 @@ function getPrefpath()
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echo(%temp);
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if(!isDirectory(%temp))
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{
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$prefpath = "data";
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%userPath = "data";
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}
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else
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{
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//put it in appdata/roaming
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$prefpath = %temp @ "/" @ $appName @ "/preferences";
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%userPath = %temp @ "/" @ $appName;
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}
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}
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else
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{
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//put it in user/documents
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$prefPath = %temp @ "/" @ $appName @ "/preferences";
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%userPath = %temp @ "/" @ $appName;
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}
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return %userPath;
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}
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function getPrefpath()
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{
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$prefPath = getUserPath() @ "/preferences";
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return $prefPath;
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}
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@ -1,6 +1,6 @@
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singleton ShaderData( ClearGBufferShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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@ -11,7 +11,7 @@ singleton ShaderData( ClearGBufferShader )
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singleton ShaderData( DeferredColorShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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@ -41,11 +41,6 @@ $Core::UnAvailableTexturePath = "core/images/unavailable";
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$Core::WarningTexturePath = "core/images/warnMat";
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$Core::CommonShaderPath = "core/shaders";
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/// This is the path used by ShaderGen to cache procedural
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/// shaders. If left blank ShaderGen will only cache shaders
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/// to memory and not to disk.
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$shaderGen::cachePath = "data/shaders";
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exec("./helperFunctions.cs");
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// We need some of the default GUI profiles in order to get the canvas and
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@ -25,7 +25,7 @@ singleton ShaderData( GammaShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl";
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samplerNames[0] = "$backBuffer";
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@ -25,7 +25,7 @@ singleton ShaderData( PFX_MotionBlurShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/motionBlurP.hlsl"; //new pixel shader
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl";
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samplerNames[0] = "$backBuffer";
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@ -38,7 +38,7 @@ singleton ShaderData( PFX_CausticsShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
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samplerNames[0] = "$prepassTex";
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@ -48,7 +48,7 @@ singleton ShaderData( PFX_ChromaticLensShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/chromaticLens.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/chromaticLens.glsl";
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samplerNames[0] = "$backBuffer";
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@ -37,7 +37,7 @@ singleton ShaderData( PFX_EdgeAADetectShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
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samplerNames[0] = "$prepassBuffer";
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@ -64,7 +64,7 @@ singleton ShaderData( PFX_EdgeAADebugShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl";
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samplerNames[0] = "$edgeBuffer";
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@ -25,7 +25,7 @@ singleton ShaderData( PFX_FlashShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl";
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samplerNames[0] = "$backBuffer";
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@ -29,7 +29,7 @@ singleton ShaderData( FogPassShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
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samplerNames[0] = "$prepassTex";
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@ -76,7 +76,7 @@ singleton ShaderData( UnderwaterFogPassShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/underwaterFogP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl";
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samplerNames[0] = "$prepassTex";
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@ -77,7 +77,7 @@ singleton ShaderData( HDR_BrightPassShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl";
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samplerNames[0] = "$inputTex";
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@ -102,7 +102,7 @@ singleton ShaderData( HDR_BloomGaussBlurHShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl";
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samplerNames[0] = "$inputTex";
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@ -114,7 +114,7 @@ singleton ShaderData( HDR_BloomGaussBlurVShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl";
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samplerNames[0] = "$inputTex";
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@ -126,7 +126,7 @@ singleton ShaderData( HDR_SampleLumShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl";
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samplerNames[0] = "$inputTex";
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@ -138,7 +138,7 @@ singleton ShaderData( HDR_DownSampleLumShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl";
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samplerNames[0] = "$inputTex";
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@ -150,7 +150,7 @@ singleton ShaderData( HDR_CalcAdaptedLumShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl";
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samplerNames[0] = "$currLum";
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@ -163,7 +163,7 @@ singleton ShaderData( HDR_CombineShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl";
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samplerNames[0] = "$sceneTex";
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@ -477,7 +477,7 @@ singleton ShaderData( LuminanceVisShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/luminanceVisP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/luminanceVisP.glsl";
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samplerNames[0] = "$inputTex";
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@ -35,7 +35,7 @@ singleton ShaderData( LightRayOccludeShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayOccludeP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl";
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samplerNames[0] = "$backBuffer";
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@ -49,7 +49,7 @@ singleton ShaderData( LightRayShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/lightRayP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayP.glsl";
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samplerNames[0] = "$frameSampler";
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@ -153,7 +153,7 @@ singleton ShaderData( SSAOShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/SSAO_P.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl";
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samplerNames[0] = "$prepassMap";
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@ -35,7 +35,7 @@ singleton ShaderData( PFX_TurbulenceShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/turbulenceP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/turbulenceP.glsl";
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samplerNames[0] = "$inputTex";
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@ -28,7 +28,7 @@ singleton ShaderData( VignetteShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/VignetteP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/vignette/gl/VignetteP.glsl";
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samplerNames[0] = "$backBuffer";
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@ -25,8 +25,8 @@ singleton ShaderData( PFX_PassthruShader )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
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// OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
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// OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
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samplerNames[0] = "$inputTex";
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../../../../../../shaders/common/gl/torque.glsl"
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#include "../../../gl/torque.glsl"
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in vec4 vPosition;
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in vec2 vTexCoord0;
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shaders/common/postFx/postFx.hlsl"
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#include "../../postFx/postFx.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue