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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1580 from Azaezel/alpha41/ParticleGlow
Alpha41/particle glow
This commit is contained in:
commit
486cb63528
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@ -1122,15 +1122,19 @@ void GFXGLShader::setConstantsFromBuffer(U8* buffer)
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// Set sampler number on our program.
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glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
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break;
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case GFXSCT_Bool:
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case GFXSCT_Int:
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glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
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break;
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case GFXSCT_Bool2:
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case GFXSCT_Int2:
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glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
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break;
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case GFXSCT_Bool3:
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case GFXSCT_Int3:
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glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
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break;
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case GFXSCT_Bool4:
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case GFXSCT_Int4:
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glUniform4iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
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break;
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@ -495,7 +495,8 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe(mParticleShaderConsts.mGlowSC, ri->glow);
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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@ -556,6 +557,7 @@ bool RenderParticleMgr::_initShader()
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mParticleShaderConsts.mOneOverSoftnessSC = mParticleShader->getShaderConstHandle( "$oneOverSoftness" );
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mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
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mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
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mParticleShaderConsts.mGlowSC = mParticleShader->getShaderConstHandle("$glow");
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mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
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mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$deferredTargetParams" );
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@ -112,6 +112,7 @@ protected:
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GFXShaderConstHandle *mDeferredTargetParamsSC;
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GFXShaderConstHandle *mAlphaFactorSC;
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GFXShaderConstHandle *mAlphaScaleSC;
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GFXShaderConstHandle* mGlowSC;
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GFXShaderConstHandle *mSamplerDiffuse;
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GFXShaderConstHandle *mSamplerDeferredTex;
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GFXShaderConstHandle *mSamplerParaboloidLightMap;
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@ -19,7 +19,6 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "torque.glsl"
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#include "hlslCompat.glsl"
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@ -77,6 +76,7 @@ vec4 lmSample( vec3 nrm )
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uniform float alphaFactor;
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uniform float alphaScale;
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uniform bool glow;
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out vec4 OUT_col;
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@ -106,7 +106,12 @@ void main()
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// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
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vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
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if (glow)
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{
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vec3 glowCol = (IN_color * diffuse).rgb*10;//pow((IN_color * diffuse).rgb*10,3.54406804435);
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glowCol*=glowCol*glowCol*0.54406804435;
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colorScale *= glowCol.rgb;
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}
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OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
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IN_color.a * diffuse.a * softBlend * alphaScale ) );
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}
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@ -75,6 +75,7 @@ float4 lmSample( float3 nrm )
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uniform float alphaFactor;
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uniform float alphaScale;
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uniform bool glow;
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float4 main( Conn IN ) : TORQUE_TARGET0
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{
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@ -102,7 +103,11 @@ float4 main( Conn IN ) : TORQUE_TARGET0
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// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
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float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
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if (glow)
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{
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float4 glowCol = float4(pow(max((IN.color * diffuse).rgb*10,0.0),3.54406804435),(IN.color * diffuse).a);
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colorScale *= glowCol.rgb;
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}
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return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale,
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IN.color.a * diffuse.a * softBlend * alphaScale ) );
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}
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