mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 08:15:44 +00:00
commit
7be1e24c06
7 changed files with 12 additions and 12 deletions
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@ -154,8 +154,8 @@ void main()
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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OUT_col = vec4(0.0);
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OUT_col = vec4(surface.albedo, 0);
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return;
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return;
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}
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}
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vec3 L = lightPosition - surface.P;
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vec3 L = lightPosition - surface.P;
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@ -86,8 +86,8 @@ void main()
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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OUT_col = vec4(0.0);
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OUT_col = vec4(surface.albedo, 0);
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return;
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return;
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}
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}
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vec3 L = lightPosition - surface.P;
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vec3 L = lightPosition - surface.P;
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@ -189,8 +189,8 @@ void main()
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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OUT_col = vec4(0);
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OUT_col = vec4(surface.albedo, 0);
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return;
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return;
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}
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}
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//create surface to light
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//create surface to light
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@ -157,8 +157,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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return 0.0.xxxx;
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return float4(surface.albedo, 0);
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}
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}
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float3 L = lightPosition - surface.P;
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float3 L = lightPosition - surface.P;
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float dist = length(L);
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float dist = length(L);
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@ -51,7 +51,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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return TORQUE_TEX2D(colorBuffer, IN.uv0.xy);
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return float4(surface.albedo, 0);
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}
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}
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#ifdef USE_SSAO_MASK
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#ifdef USE_SSAO_MASK
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@ -91,8 +91,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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return 0.0.xxxx;
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return float4(surface.albedo, 0);
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}
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}
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float3 L = lightPosition - surface.P;
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float3 L = lightPosition - surface.P;
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@ -180,7 +180,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
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//early out if emissive
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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if (getFlag(surface.matFlag, 0))
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{
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{
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return 0.0.xxxx;
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return float4(surface.albedo, 0);
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}
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}
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//create surface to light
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//create surface to light
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