mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Changes to GLSL files for OpenGL
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2142d452d4
commit
6aea37b407
98 changed files with 3366 additions and 2686 deletions
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@ -20,35 +20,27 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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uniform sampler2D diffuseMap;
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varying vec2 uv;
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in vec2 uv;
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uniform vec2 oneOverTargetSize;
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const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main()
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{
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vec2 sNonUniformTaps[8];
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sNonUniformTaps[0] = vec2(0.992833, 0.979309);
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sNonUniformTaps[1] = vec2(-0.998585, 0.985853);
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sNonUniformTaps[2] = vec2(0.949299, -0.882562);
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sNonUniformTaps[3] = vec2(-0.941358, -0.893924);
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sNonUniformTaps[4] = vec2(0.545055, -0.589072);
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sNonUniformTaps[5] = vec2(0.346526, 0.385821);
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sNonUniformTaps[6] = vec2(-0.260183, 0.334412);
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sNonUniformTaps[7] = vec2(0.248676, -0.679605);
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vec4 OUT = texture( diffuseMap, uv ) * weight[0];
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gl_FragColor = vec4(0.0);
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vec2 texScale = vec2(1.0);
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for ( int i=0; i < 4; i++ )
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for ( int i=1; i < 3; i++ )
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{
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vec2 offset = (oneOverTargetSize * texScale) * sNonUniformTaps[i];
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gl_FragColor += texture2D( diffuseMap, uv + offset );
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vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
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OUT += texture( diffuseMap, uv + _sample ) * weight[i];
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OUT += texture( diffuseMap, uv - _sample ) * weight[i];
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}
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gl_FragColor /= vec4(4.0);
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gl_FragColor.rgb = vec3(0.0);
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OUT_FragColor0 = OUT;
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}
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@ -22,13 +22,16 @@
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#include "../../../../../../shaders/common/gl/torque.glsl"
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uniform vec2 oneOverTargetSize;
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in vec4 vPosition;
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in vec2 vTexCoord0;
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uniform vec4 rtParams0;
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varying vec2 uv;
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out vec2 uv;
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void main()
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{
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gl_Position = gl_Vertex;
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uv = viewportCoordToRenderTarget( gl_MultiTexCoord0.st, rtParams0 );
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gl_Position = vPosition;
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uv = viewportCoordToRenderTarget( vTexCoord0.st, rtParams0 );
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gl_Position.y *= -1; //correct ssp
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}
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