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Various fixes
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60a29777fa
commit
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27 changed files with 171 additions and 177 deletions
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@ -3,9 +3,17 @@ singleton Material(Grid_512_Orange)
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{
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mapTo = "Grid_512_orange";
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diffuseColor[0] = "0.8 0.8 0.8 1";
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diffuseMap[0] = "E:/Gamedev/T3DMIT/clangtest/Templates/Full/game/core/art/grids/Grid_512_orange.png";
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diffuseMap[0] = "tools/base/images/512_orange.png";
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specular[0] = "0.8 0.8 0.8 1";
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specularPower[0] = "0.25";
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specularStrength[0] = "25";
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translucentBlendOp = "None";
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translucentBlendOp = "Add";
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smoothness[0] = "0.941176";
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metalness[0] = "1";
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DiffuseMapAsset0 = "StaticShapeTest:Grid_512_orange_ALBEDO";
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specularStrength0 = "25";
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specular0 = "0.8 0.8 0.8 1";
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specularPower0 = "0.25";
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emissive[0] = "1";
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translucent = "1";
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};
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@ -1,7 +1,7 @@
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//------------------------------------------------------------------------------
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// Autogenerated 'GBuffer Conditioner' Condition Method
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//------------------------------------------------------------------------------
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inline float4 autogenCondition_55070f7a(in float4 unconditionedOutput)
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vec4 autogenCondition_55070f7a(vec4 unconditionedOutput)
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{
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// g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
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float4 _gbConditionedOutput = float4(sqrt(half(2.0/(1.0 - unconditionedOutput.y))) * half2(unconditionedOutput.xz), 0.0, unconditionedOutput.a);
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@ -18,10 +18,10 @@ inline float4 autogenCondition_55070f7a(in float4 unconditionedOutput)
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//------------------------------------------------------------------------------
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// Autogenerated 'GBuffer Conditioner' Uncondition Method
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//------------------------------------------------------------------------------
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inline float4 autogenUncondition_55070f7a(SamplerState deferredSamplerVar, Texture2D deferredTexVar, float2 screenUVVar)
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float4 autogenUncondition_55070f7a(sampler2D deferredSamplerVar, float2 screenUVVar)
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{
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// Sampler g-buffer
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float4 bufferSample = deferredTexVar.SampleLevel(deferredSamplerVar, screenUVVar,0);
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float4 bufferSample = tex2Dlod(deferredSamplerVar, float4(screenUVVar,0,0));
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// g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo)
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float2 _inpXY = bufferSample.xy;
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float _xySQ = dot(_inpXY, _inpXY);
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