Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

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@ -25,7 +25,6 @@ function CoreModule::onCreate(%this)
ModuleDatabase.LoadExplicit( "Core_Lighting" );
ModuleDatabase.LoadExplicit( "Core_SFX" );
ModuleDatabase.LoadExplicit( "Core_PostFX" );
ModuleDatabase.LoadExplicit( "Core_Components" );
ModuleDatabase.LoadExplicit( "Core_GameObjects" );
%prefPath = getPrefpath();

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@ -1,8 +0,0 @@
function Core_Components::onCreate(%this)
{
}
function Core_Components::onDestroy(%this)
{
}

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@ -1,19 +0,0 @@
<ModuleDefinition
ModuleId="Core_Components"
VersionId="1"
Description="Module that implements the core engine-level setup for the game."
ScriptFile="Core_Components.cs"
CreateFunction="onCreate"
DestroyFunction="onDestroy"
Group="Core">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
<AutoloadAssets
canSave="true"
canSaveDynamicFields="true"
AssetType="ComponentAsset"
Recurse="true" />
</ModuleDefinition>

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="RigidBodyComponentAsset"
componentClass="RigidBodyComponent"
friendlyName="Rigid Body"
componentType="Physics"
description="Allows an entity to have rigid body physics." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ActionAnimationComponentAsset"
componentClass="ActionAnimationComponent"
friendlyName="Action Animation"
componentType="animation"
description="Allows a mesh component to be animated." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="AIControllerComponentAsset"
componentClass="AIControllerComponent"
friendlyName="AI Player Controller"
componentType="Game"
description="Enables an entity to move like a player object." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="AnimationComponentAsset"
componentClass="AnimationComponent"
friendlyName="animation"
componentType="animation"
description="Allows a mesh component to be animated." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ArmAnimationComponentAsset"
componentClass="ArmAnimationComponent"
friendlyName="Arm Animation"
componentType="animation"
description="Allows a mesh component to be animated." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="CameraOrbiterComponentAsset"
componentClass="CameraOrbiterComponent"
friendlyName="Camera Orbiter"
componentType="Game"
description="Acts as a boon arm for a camera component." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ShapeCollisionComponentAsset"
componentClass="ShapeCollisionComponent"
friendlyName="Shape Collision"
componentType="Collision"
description="Enables an entity to collide with things with bounds, collision or visible meshes" />

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@ -1,9 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="CameraComponentAsset"
componentClass="CameraComponent"
friendlyName="Camera"
componentType="Game"
description="Allows the component owner to operate as a camera."
scriptFile="core/components/components/game/camera.cs" />

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@ -1,185 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function CameraComponent::onAdd(%this)
{
%this.addComponentField(clientOwner, "The client that views this camera", "int", "1", "");
%test = %this.clientOwner;
%barf = ClientGroup.getCount();
%clientID = %this.getClientID();
if(%clientID && !isObject(%clientID.camera))
{
%this.scopeToClient(%clientID);
%this.setDirty();
%clientID.setCameraObject(%this.owner);
%clientID.setControlCameraFov(%this.FOV);
%clientID.camera = %this.owner;
}
%res = $pref::Video::mode;
%derp = 0;
}
function CameraComponent::onRemove(%this)
{
%clientID = %this.getClientID();
if(%clientID)
%clientID.clearCameraObject();
}
function CameraComponent::onInspectorUpdate(%this)
{
//if(%this.clientOwner)
//%this.clientOwner.setCameraObject(%this.owner);
}
function CameraComponent::getClientID(%this)
{
return ClientGroup.getObject(%this.clientOwner-1);
}
function CameraComponent::isClientCamera(%this, %client)
{
%clientID = ClientGroup.getObject(%this.clientOwner-1);
if(%client.getID() == %clientID)
return true;
else
return false;
}
function CameraComponent::onClientConnect(%this, %client)
{
//if(%this.isClientCamera(%client) && !isObject(%client.camera))
//{
%this.scopeToClient(%client);
%this.setDirty();
%client.setCameraObject(%this.owner);
%client.setControlCameraFov(%this.FOV);
%client.camera = %this.owner;
//}
//else
//{
// echo("CONNECTED CLIENT IS NOT CAMERA OWNER!");
//}
}
function CameraComponent::onClientDisconnect(%this, %client)
{
Parent::onClientDisconnect(%this, %client);
if(isClientCamera(%client)){
%this.clearScopeToClient(%client);
%client.clearCameraObject();
}
}
///
///
///
function VRCameraComponent::onAdd(%this)
{
%this.addComponentField(clientOwner, "The client that views this camera", "int", "1", "");
%test = %this.clientOwner;
%barf = ClientGroup.getCount();
%clientID = %this.getClientID();
if(%clientID && !isObject(%clientID.camera))
{
%this.scopeToClient(%clientID);
%this.setDirty();
%clientID.setCameraObject(%this.owner);
%clientID.setControlCameraFov(%this.FOV);
%clientID.camera = %this.owner;
}
%res = $pref::Video::mode;
%derp = 0;
}
function VRCameraComponent::onRemove(%this)
{
%clientID = %this.getClientID();
if(%clientID)
%clientID.clearCameraObject();
}
function CameraComponent::onInspectorUpdate(%this)
{
//if(%this.clientOwner)
//%this.clientOwner.setCameraObject(%this.owner);
}
function VRCameraComponent::getClientID(%this)
{
return ClientGroup.getObject(%this.clientOwner-1);
}
function VRCameraComponent::isClientCamera(%this, %client)
{
%clientID = ClientGroup.getObject(%this.clientOwner-1);
if(%client.getID() == %clientID)
return true;
else
return false;
}
function VRCameraComponent::onClientConnect(%this, %client)
{
//if(%this.isClientCamera(%client) && !isObject(%client.camera))
//{
%this.scopeToClient(%client);
%this.setDirty();
%client.setCameraObject(%this.owner);
%client.setControlCameraFov(%this.FOV);
%client.camera = %this.owner;
//}
//else
//{
// echo("CONNECTED CLIENT IS NOT CAMERA OWNER!");
//}
}
function VRCameraComponent::onClientDisconnect(%this, %client)
{
Parent::onClientDisconnect(%this, %client);
if(isClientCamera(%client)){
%this.clearScopeToClient(%client);
%client.clearCameraObject();
}
}

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@ -1,9 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ControlObjectComponentAsset"
componentName="ControlObjectComponent"
componentClass="ControlObjectComponent"
friendlyName="Control Object"
componentType="Game"
description="Allows the component owner to be controlled by a client." />

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@ -1,10 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ItemRotationComponentAsset"
componentName="ItemRotationComponent"
componentClass="Component"
friendlyName="Item Rotation"
componentType="Game"
description="Rotates the entity around an axis, like an item pickup."
scriptFile="core/components/components/game/itemRotate.cs" />

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@ -1,49 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//registerComponent("ItemRotationComponent", "Component", "Item Rotation", "Game", false, "Rotates the entity around the z axis, like an item pickup.");
function ItemRotationComponent::onAdd(%this)
{
%this.addComponentField(rotationsPerMinute, "Number of rotations per minute", "float", "5", "");
%this.addComponentField(forward, "Rotate forward or backwards", "bool", "1", "");
%this.addComponentField(horizontal, "Rotate horizontal or verticle, true for horizontal", "bool", "1", "");
}
function ItemRotationComponent::Update(%this)
{
%tickRate = 0.032;
//Rotations per second is calculated based on a standard update tick being 32ms. So we scale by the tick speed, then add that to our rotation to
//get a nice rotation speed.
if(%this.horizontal)
{
if(%this.forward)
%this.owner.rotation.z += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
else
%this.owner.rotation.z -= ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
}
else
{
%this.owner.rotation.x += ( ( 360 * %this.rotationsPerMinute ) / 60 ) * %tickRate;
}
}

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@ -1,10 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="PlayerSpawnerComponentAsset"
componentName="PlayerSpawner"
componentClass="Component"
friendlyName="Player Spawner"
componentType="Game"
description="When a client connects, it spawns a player object for them and attaches them to it."
scriptFile="core/components/components/game/playerSpawner.cs" />

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@ -1,78 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//registerComponent("PlayerSpawner", "Component",
// "Player Spawner", "Game", false, "When a client connects, it spawns a player object for them and attaches them to it");
function PlayerSpawner::onAdd(%this)
{
%this.clientCount = 1;
%this.friendlyName = "Player Spawner";
%this.componentType = "Spawner";
%this.addComponentField("GameObjectName", "The name of the game object we spawn for the players", "gameObject", "PlayerObject");
}
function PlayerSpawner::onClientConnect(%this, %client)
{
%playerObj = spawnGameObject(%this.GameObjectName, false);
if(!isObject(%playerObj))
return;
%playerObj.position = %this.owner.position;
%playerObj.notify("onClientConnect", %client);
switchControlObject(%client, %playerObj);
switchCamera(%client, %playerObj);
%client.player = %playerObj;
%client.camera = %playerObj;
%inventory = %playerObj.getComponent(InventoryController);
if(isObject(%inventory))
{
for(%i=0; %i<5; %i++)
{
%arrow = spawnGameObject(ArrowProjectile, false);
%inventory.addItem(%arrow);
}
}
%playerObj.position = %this.owner.position;
%playerObj.rotation = "0 0 0";
%this.clientCount++;
}
function PlayerSpawner::onClientDisConnect(%this, %client)
{
}
function PlayerSpawner::getClientID(%this)
{
return ClientGroup.getObject(%this.clientOwner-1);
}

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@ -1,9 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="FPSControlsComponentAsset"
componentName="FPSControls"
componentClass="Component"
friendlyName="FPS Controls"
componentType="Input"
description="First Person Shooter-type controls." />

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@ -1,247 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//registerComponent("FPSControls", "Component", "FPS Controls", "Input", false, "First Person Shooter-type controls");
function FPSControls::onAdd(%this)
{
//
%this.beginGroup("Keys");
%this.addComponentField(forwardKey, "Key to bind to vertical thrust", keybind, "keyboard w");
%this.addComponentField(backKey, "Key to bind to vertical thrust", keybind, "keyboard s");
%this.addComponentField(leftKey, "Key to bind to horizontal thrust", keybind, "keyboard a");
%this.addComponentField(rightKey, "Key to bind to horizontal thrust", keybind, "keyboard d");
%this.addComponentField(jump, "Key to bind to horizontal thrust", keybind, "keyboard space");
%this.endGroup();
%this.beginGroup("Mouse");
%this.addComponentField(pitchAxis, "Key to bind to horizontal thrust", keybind, "mouse yaxis");
%this.addComponentField(yawAxis, "Key to bind to horizontal thrust", keybind, "mouse xaxis");
%this.endGroup();
%this.addComponentField(moveSpeed, "Horizontal thrust force", float, 300.0);
%this.addComponentField(jumpStrength, "Vertical thrust force", float, 3.0);
//
%control = %this.owner.getComponent( ControlObjectComponent );
if(!%control)
return echo("SPECTATOR CONTROLS: No Control Object behavior!");
//%this.Physics = %this.owner.getComponent( PlayerPhysicsComponent );
//%this.Animation = %this.owner.getComponent( AnimationComponent );
//%this.Camera = %this.owner.getComponent( MountedCameraComponent );
//%this.Animation.playThread(0, "look");
%this.setupControls(%control.getClientID());
}
function FPSControls::onRemove(%this)
{
Parent::onBehaviorRemove(%this);
commandToClient(%control.clientOwnerID, 'removeInput', %this.forwardKey);
commandToClient(%control.clientOwnerID, 'removeInput', %this.backKey);
commandToClient(%control.clientOwnerID, 'removeInput', %this.leftKey);
commandToClient(%control.clientOwnerID, 'removeInput', %this.rightKey);
commandToClient(%control.clientOwnerID, 'removeInput', %this.pitchAxis);
commandToClient(%control.clientOwnerID, 'removeInput', %this.yawAxis);
}
function FPSControls::onBehaviorFieldUpdate(%this, %field)
{
%controller = %this.owner.getBehavior( ControlObjectBehavior );
commandToClient(%controller.clientOwnerID, 'updateInput', %this.getFieldValue(%field), %field);
}
function FPSControls::onClientConnect(%this, %client)
{
%this.setupControls(%client);
}
function FPSControls::setupControls(%this, %client)
{
%control = %this.owner.getComponent( ControlObjectComponent );
if(!%control.isControlClient(%client))
{
echo("FPS CONTROLS: Client Did Not Match");
return;
}
%inputCommand = "FPSControls";
%test = %this.forwardKey;
/*SetInput(%client, %this.forwardKey.x, %this.forwardKey.y, %inputCommand@"_forwardKey");
SetInput(%client, %this.backKey.x, %this.backKey.y, %inputCommand@"_backKey");
SetInput(%client, %this.leftKey.x, %this.leftKey.y, %inputCommand@"_leftKey");
SetInput(%client, %this.rightKey.x, %this.rightKey.y, %inputCommand@"_rightKey");
SetInput(%client, %this.jump.x, %this.jump.y, %inputCommand@"_jump");
SetInput(%client, %this.pitchAxis.x, %this.pitchAxis.y, %inputCommand@"_pitchAxis");
SetInput(%client, %this.yawAxis.x, %this.yawAxis.y, %inputCommand@"_yawAxis");*/
SetInput(%client, "keyboard", "w", %inputCommand@"_forwardKey");
SetInput(%client, "keyboard", "s", %inputCommand@"_backKey");
SetInput(%client, "keyboard", "a", %inputCommand@"_leftKey");
SetInput(%client, "keyboard", "d", %inputCommand@"_rightKey");
SetInput(%client, "keyboard", "space", %inputCommand@"_jump");
SetInput(%client, "mouse", "yaxis", %inputCommand@"_pitchAxis");
SetInput(%client, "mouse", "xaxis", %inputCommand@"_yawAxis");
SetInput(%client, "keyboard", "f", %inputCommand@"_flashlight");
}
function FPSControls::onMoveTrigger(%this, %triggerID)
{
//check if our jump trigger was pressed!
if(%triggerID == 2)
{
%this.owner.applyImpulse("0 0 0", "0 0 " @ %this.jumpStrength);
}
}
function FPSControls::Update(%this)
{
return;
%moveVector = %this.owner.getMoveVector();
%moveRotation = %this.owner.getMoveRotation();
%this.Physics.moveVector = "0 0 0";
if(%moveVector.x != 0)
{
%fv = VectorNormalize(%this.owner.getRightVector());
%forMove = VectorScale(%fv, (%moveVector.x));// * (%this.moveSpeed * 0.032)));
//%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
%this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove);
//if(%forMove > 0)
// %this.Animation.playThread(1, "run");
}
/*else
{
%fv = VectorNormalize(%this.owner.getRightVector());
%forMove = VectorScale(%fv, (%moveVector.x * (%this.moveSpeed * 0.032)));
if(%forMove <= 0)
%this.Animation.stopThread(1);
}*/
if(%moveVector.y != 0)
{
%fv = VectorNormalize(%this.owner.getForwardVector());
%forMove = VectorScale(%fv, (%moveVector.y));// * (%this.moveSpeed * 0.032)));
//%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
%this.Physics.moveVector = VectorAdd(%this.Physics.moveVector, %forMove);
//if(VectorLen(%this.Physics.velocity) < 2)
// %this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
}
/*if(%moveVector.z)
{
%fv = VectorNormalize(%this.owner.getUpVector());
%forMove = VectorScale(%fv, (%moveVector.z * (%this.moveSpeed * 0.032)));
%this.Physics.velocity = VectorAdd(%this.Physics.velocity, %forMove);
}*/
if(%moveRotation.x != 0)
{
%look = mRadToDeg(%moveRotation.x) / 180;
//%this.Animation.setThreadPos(0, %look);
%this.owner.getComponent( MountedCameraComponent ).rotationOffset.x += mRadToDeg(%moveRotation.x);
//%this.Camera.rotationOffset.x += mRadToDeg(%moveRotation.x);
}
// %this.owner.rotation.x += mRadToDeg(%moveRotation.x);
if(%moveRotation.z != 0)
{
%zrot = mRadToDeg(%moveRotation.z);
%this.owner.getComponent( MountedCameraComponent ).rotationOffset.z += %zrot;
//%this.owner.rotation.z += %zrot;
}
}
//
function FPSControls_forwardKey(%val)
{
$mvForwardAction = %val;
}
function FPSControls_backKey(%val)
{
$mvBackwardAction = %val;
}
function FPSControls_leftKey(%val)
{
$mvLeftAction = %val;
}
function FPSControls_rightKey(%val)
{
$mvRightAction = %val;
}
function FPSControls_yawAxis(%val)
{
$mvYaw += getMouseAdjustAmount(%val);
}
function FPSControls_pitchAxis(%val)
{
$mvPitch += getMouseAdjustAmount(%val);
}
function FPSControls_jump(%val)
{
$mvTriggerCount2++;
}
function FPSControls_flashLight(%val)
{
$mvTriggerCount3++;
}

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@ -1,82 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function SetInput(%client, %device, %key, %command, %bindMap, %behav)
{
commandToClient(%client, 'SetInput', %device, %key, %command, %bindMap, %behav);
}
function RemoveInput(%client, %device, %key, %command, %bindMap)
{
commandToClient(%client, 'removeInput', %device, %key, %command, %bindMap);
}
function clientCmdSetInput(%device, %key, %command, %bindMap, %behav)
{
//if we're requesting a custom bind map, set that up
if(%bindMap $= "")
%bindMap = moveMap;
if (!isObject(%bindMap)){
new ActionMap(moveMap);
moveMap.push();
}
//get our local
//%localID = ServerConnection.resolveGhostID(%behav);
//%tmpl = %localID.getTemplate();
//%tmpl.insantiateNamespace(%tmpl.getName());
//first, check if we have an existing command
%oldBind = %bindMap.getBinding(%command);
if(%oldBind !$= "")
%bindMap.unbind(getField(%oldBind, 0), getField(%oldBind, 1));
//now, set the requested bind
%bindMap.bind(%device, %key, %command);
}
function clientCmdRemoveSpecCtrlInput(%device, %key, %bindMap)
{
//if we're requesting a custom bind map, set that up
if(%bindMap $= "")
%bindMap = moveMap;
if (!isObject(%bindMap))
return;
%bindMap.unbind(%device, %key);
}
function clientCmdSetupClientBehavior(%bhvrGstID)
{
%localID = ServerConnection.resolveGhostID(%bhvrGstID);
%tmpl = %localID.getTemplate();
%tmpl.insantiateNamespace(%tmpl.getName());
}
function getMouseAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
}

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="MeshComponentAsset"
componentClass="MeshComponent"
friendlyName="mesh"
componentType="Render"
description="Enables an entity to render a shape." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="PlayerControllerComponentAsset"
componentClass="PlayerControllerComponent"
friendlyName="Player Controller"
componentType="Game"
description="Enables an entity to move like a player object." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="SoundComponentAsset"
componentClass="SoundComponent"
friendlyName="Sound(Component)"
componentType="sound"
description="Stores up to 4 sounds for playback." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="StateMachineComponentAsset"
componentClass="StateMachineComponent"
friendlyName="State Machine"
componentType="Game"
description="Enables a state machine on the entity." />

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@ -1,8 +0,0 @@
<ComponentAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="TriggerComponentAsset"
componentClass="TriggerComponent"
friendlyName="Trigger Component"
componentType="Collision"
description="Enables callback and event behaviors on collision with the entity." />

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@ -1,8 +0,0 @@
<GameObjectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="AIPlayerObject"
gameObjectName="AIPlayerObject"
scriptFile="AIPlayerObject.cs"
TAMLFile="AIPlayerObject.taml"
description="A basic AI Player Object example." />

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@ -1,42 +0,0 @@
function AIPlayerObject::onAdd(%this)
{
}
function AIPlayerObject::onRemove(%this)
{
}
function AIPlayerObject::moveVectorEvent(%this)
{
}
function AIPlayerObject::moveYawEvent(%this)
{
}
function AIPlayerObject::movePitchEvent(%this)
{
}
function AIPlayerObject::moveRollEvent(%this){}
function AIPlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
{
}
function AIPlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
{
}
function AIPlayerObject::processTick(%this)
{
}

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@ -1,12 +0,0 @@
<AIPlayerObject
scale="1 1 1"
class="AIPlayerObject"
canSave="true"
canSaveDynamicFields="true"
position="0 0 0"
rotation="0 -0 -0"
LocalPosition="0 0 0"
LocalRotation="1 0 0 0"
lifetimeMS="0"
gameObject="Core_GameObjects:AIPlayerObject">
</AIPlayerObject>

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@ -1,8 +0,0 @@
<GameObjectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="PlayerObject"
gameObjectName="PlayerObject"
scriptFile="PlayerObject.cs"
TAMLFile="PlayerObject.taml"
description="A basic Player Object example." />

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@ -1,42 +0,0 @@
function PlayerObject::onAdd(%this)
{
}
function PlayerObject::onRemove(%this)
{
}
function PlayerObject::moveVectorEvent(%this)
{
}
function PlayerObject::moveYawEvent(%this)
{
}
function PlayerObject::movePitchEvent(%this)
{
}
function PlayerObject::moveRollEvent(%this){}
function PlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
{
}
function PlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
{
}
function PlayerObject::processTick(%this)
{
}

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@ -1,117 +0,0 @@
<PlayerObject
scale="1 1 1"
class="PlayerObject"
canSave="true"
canSaveDynamicFields="true"
position="0 0 0"
rotation="0 -0 -0"
LocalPosition="0 0 0"
LocalRotation="1 0 0 0"
lifetimeMS="0"
gameObject="Core_GameObjects:PlayerObject">
<MeshComponent
componentType="Render"
friendlyName="Mesh Component"
description="Causes the object to render a non-animating 3d shape using the file provided."
networked="true"
enabled="true"
internalName="MeshComponent" />
<ShapeCollisionComponent
componentType="Collision"
friendlyName="Shape Collision"
description="A stub component class that physics components should inherit from."
networked="false"
enabled="true"
internalName="CollisionComponent"
CollisionType="Collision Mesh"
LineOfSightType="Collision Mesh"
DecalType="Collision Mesh"
CollisionMeshPrefix="Collision"
BlockCollisions="true" />
<AnimationComponent
componentType="Render"
friendlyName="Animation(Component)"
description="Allows a rendered mesh to be animated"
networked="true"
enabled="true"
internalName="AnimationComponent" />
<PlayerControllerComponent
componentType="Physics"
friendlyName="Player Controller"
description="A general-purpose physics player controller."
networked="false"
enabled="true"
internalName="PhysicsComponent"
inputVelocity="0 0 0"
useDirectMoveInput="0 -3.37028e+15 0" />
<StateMachineComponent
componentType="Game"
friendlyName="State Machine"
description="A generic state machine."
networked="false"
enabled="true"
internalName="StateMachineComponent" />
<CameraComponent
friendlyName="Camera(Component)"
networked="true"
enabled="true"
internalName="CameraComponent"
FOV="80"
MinFOV="5"
MaxFOV="175"
ScreenAspect="1065353216 1065353216"
positionOffset="0 0 0"
rotationOffset="0 -0 -0"
useParentTransform="true" />
<CameraOrbiterComponent
networked="false"
enabled="true"
internalName="CameraOrbiterComponent"
orbitDistance="8"
rotation="0 0 0"
maxPitchAngle="70"
minPitchAngle="-10" />
<ControlObjectComponent
componentType="Game"
friendlyName="Control Object"
description="Allows owner entity to be controlled by a client."
networked="false"
enabled="true"
internalName="ControlObjectComponent"
clientOwner="0" />
<SoundComponent
componentType="Sound"
friendlyName="Sound(Component)"
description="Stores up to 4 sounds for playback."
networked="true"
enabled="true"
internalName="SoundComponent">
<SoundComponent.MPreviewSounds>
<MPreviewSound
MPreviewSound="false" />
<MPreviewSound
MPreviewSound="false" />
<MPreviewSound
MPreviewSound="false" />
<MPreviewSound
MPreviewSound="false" />
</SoundComponent.MPreviewSounds>
<SoundComponent.Plays>
<Play
Play="false" />
<Play
Play="false" />
<Play
Play="false" />
<Play
Play="false" />
</SoundComponent.Plays>
</SoundComponent>
<InteractComponent
componentType="Game"
friendlyName="Interact"
description="Allows owner entity interact."
networked="false"
enabled="true"
internalName="InteractComponent" />
</PlayerObject>

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@ -1,7 +0,0 @@
<GameObjectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="soundEmitterObject"
gameObjectName="soundEmitterObject"
TAMLFile="soundEmitterObject.taml"
description="A basic sound emitter example." />

View file

@ -1,9 +0,0 @@
<soundEmitterObject
scale="1 1 1"
class="SoundEmitterObject"
canSave="true"
canSaveDynamicFields="true"
position="0 0 0"
Rotation="0 -0 -0"
LocalPosition="0 0 0"
LocalRotation="1 0 0 0"/>

View file

@ -1,7 +0,0 @@
<GameObjectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="StaticShapeObject"
gameObjectName="StaticShapeObject"
TAMLFile="staticShapeObject.taml"
description="A basic static shape example." />

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@ -1,9 +0,0 @@
<StaticShapeObject
scale="1 1 1"
class="StaticShapeObject"
canSave="true"
canSaveDynamicFields="true"
position="0 0 0"
Rotation="0 -0 -0"
LocalPosition="0 0 0"
LocalRotation="1 0 0 0"/>

View file

@ -111,7 +111,6 @@ uniform sampler2D deferredBuffer;
uniform samplerCube shadowMap;
#else
uniform sampler2D shadowMap;
uniform sampler2D dynamicShadowMap;
#endif
uniform sampler2D lightBuffer;
@ -131,7 +130,6 @@ uniform vec4 lightParams;
uniform float lightInvSqrRange;
uniform float shadowSoftness;
uniform mat3 worldToLightProj;
uniform mat3 dynamicWorldToLightProj;
uniform vec3 eyePosWorld;
uniform mat4 cameraToWorld;
@ -180,10 +178,7 @@ void main()
#else
vec2 shadowCoord = decodeShadowCoord( tMul( worldToLightProj, -surfaceToLight.L ) ).xy;
vec2 dynShadowCoord = decodeShadowCoord( tMul( dynamicWorldToLightProj, -surfaceToLight.L ) ).xy;
float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
float shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
#endif
#endif // !NO_SHADOW

View file

@ -42,7 +42,6 @@ uniform sampler2D cookieMap;
uniform sampler2D deferredBuffer;
uniform sampler2D shadowMap;
uniform sampler2D dynamicShadowMap;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
@ -60,7 +59,6 @@ uniform vec4 lightMapParams;
uniform vec4 vsFarPlane;
uniform mat4 worldToLightProj;
uniform mat4 dynamicWorldToLightProj;
uniform vec4 lightParams;
uniform float shadowSoftness;
uniform vec3 eyePosWorld;
@ -101,21 +99,15 @@ void main()
#ifdef NO_SHADOW
float shadowed = 1.0;
#else
// Get the shadow texture coordinate
// Get the shadow texture coordinate
vec4 pxlPosLightProj = tMul( worldToLightProj, vec4( surface.P, 1 ) );
vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
shadowCoord.y = 1.0f - shadowCoord.y;
vec4 dynPxlPosLightProj = tMul( dynamicWorldToLightProj, vec4( surface.P, 1 ) );
vec2 dynShadowCoord = ( ( dynPxlPosLightProj.xy / dynPxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
dynShadowCoord.y = 1.0f - dynShadowCoord.y;
vec2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + vec2( 0.5, 0.5 );
shadowCoord.y = 1.0f - shadowCoord.y;
//distance to light in shadow map space
float distToLight = pxlPosLightProj.z / lightRange;
float distToLight = pxlPosLightProj.z / lightRange;
float dynDistToLight = dynPxlPosLightProj.z / lightRange;
float static_shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(dynamicShadowMap, ssPos.xy/ssPos.w, dynShadowCoord, shadowSoftness, dynDistToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
float shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
#endif
vec3 lightCol = lightColor.rgb;

View file

@ -35,7 +35,6 @@ in vec3 vsEyeRay;
uniform sampler2D deferredBuffer;
uniform sampler2D shadowMap;
uniform sampler2D dynamicShadowMap;
uniform sampler2D colorBuffer;
uniform sampler2D matInfoBuffer;
@ -67,14 +66,6 @@ uniform vec4 scaleY;
uniform vec4 offsetX;
uniform vec4 offsetY;
//dynamic shadowMap
uniform mat4 dynamicWorldToLightProj;
uniform vec4 dynamicScaleX;
uniform vec4 dynamicScaleY;
uniform vec4 dynamicOffsetX;
uniform vec4 dynamicOffsetY;
uniform vec4 dynamicFarPlaneScalePSSM;
vec4 AL_VectorLightShadowCast( sampler2D _sourceShadowMap,
vec2 _texCoord,
mat4 _worldToLightProj,
@ -216,23 +207,16 @@ void main()
vec4 zDist = vec4(zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
vec4 static_shadowed_colors = AL_VectorLightShadowCast( shadowMap, uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
vec4 shadowed_colors = AL_VectorLightShadowCast( shadowMap, uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
farPlaneScalePSSM, surfaceToLight.NdotL);
vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( dynamicShadowMap, uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
float static_shadowed = static_shadowed_colors.a;
float dynamic_shadowed = dynamic_shadowed_colors.a;
float shadow = shadowed_colors.a;
#ifdef PSSM_DEBUG_RENDER
lightingColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
lightingColor = shadowed_colors.rgb;
#endif
static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
float shadow = min(static_shadowed, dynamic_shadowed);
shadow = lerp( shadow, 1.0, saturate( fadeOutAmt ) );
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )

View file

@ -112,7 +112,6 @@ TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1);
#else
TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2);
#endif
TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
@ -134,7 +133,6 @@ uniform float lightInvSqrRange;
uniform float shadowSoftness;
uniform float4x4 worldToCamera;
uniform float3x3 worldToLightProj;
uniform float3x3 dynamicWorldToLightProj;
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
@ -183,10 +181,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
#else
float2 shadowCoord = decodeShadowCoord( mul( worldToLightProj, -surfaceToLight.L ) ).xy;
float2 dynShadowCoord = decodeShadowCoord( mul( dynamicWorldToLightProj, -surfaceToLight.L ) ).xy;
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, dynShadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
float shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
#endif
#endif // !NO_SHADOW

View file

@ -39,7 +39,6 @@ struct ConvexConnectP
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2);
#ifdef USE_COOKIE_TEX
@ -65,7 +64,6 @@ uniform float2 lightSpotParams;
uniform float4 lightMapParams;
uniform float4 vsFarPlane;
uniform float4x4 worldToLightProj;
uniform float4x4 dynamicWorldToLightProj;
uniform float4 lightParams;
uniform float shadowSoftness;
@ -112,16 +110,10 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
float2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
shadowCoord.y = 1.0f - shadowCoord.y;
float4 dynPxlPosLightProj = mul( dynamicWorldToLightProj, float4( surface.P, 1 ) );
float2 dynShadowCoord = ( ( dynPxlPosLightProj.xy / dynPxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
dynShadowCoord.y = 1.0f - dynShadowCoord.y;
//distance to light in shadow map space
//distance to light in shadow map space
float distToLight = pxlPosLightProj.z / lightRange;
float dynDistToLight = dynPxlPosLightProj.z / lightRange;
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, dynShadowCoord, shadowSoftness, dynDistToLight, surfaceToLight.NdotL, lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);
float shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
#endif
float3 lightCol = lightColor.rgb;

View file

@ -31,7 +31,6 @@
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6);
@ -64,13 +63,6 @@ uniform float4 scaleX;
uniform float4 scaleY;
uniform float4 offsetX;
uniform float4 offsetY;
// Dynamic Shadows
uniform float4x4 dynamicWorldToLightProj;
uniform float4 dynamicScaleX;
uniform float4 dynamicScaleY;
uniform float4 dynamicOffsetX;
uniform float4 dynamicOffsetY;
uniform float4 dynamicFarPlaneScalePSSM;
float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
float2 texCoord,
@ -205,23 +197,16 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
float4 shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
farPlaneScalePSSM, surfaceToLight.NdotL);
float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), IN.uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
float static_shadowed = static_shadowed_colors.a;
float dynamic_shadowed = dynamic_shadowed_colors.a;
float shadow = shadowed_colors.a;
#ifdef PSSM_DEBUG_RENDER
lightingColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
lightingColor = shadowed_colors.rgb;
#endif
static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
float shadow = min(static_shadowed, dynamic_shadowed);
shadow = lerp( shadow, 1.0, saturate( fadeOutAmt ) );
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )