Merge pull request #355 from Azaezel/alpha40_glFixes

fix gl compilation
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Brian Roberts 2020-10-09 19:59:21 -05:00 committed by GitHub
commit 880c366eda
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 23 additions and 24 deletions

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@ -296,10 +296,10 @@ singleton shaderData( PrefiterCubemapShader )
//
singleton ShaderData( PFX_ReflectionProbeArray )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFx/gl/postFxV.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/reflectionProbeArrayP.glsl";
samplerNames[0] = "$deferredBuffer";

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@ -1,6 +1,6 @@
singleton ShaderData( DeferredColorShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";

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@ -22,7 +22,7 @@
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/postFX/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
//-----------------------------------------------------------------------------

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@ -6,11 +6,11 @@
singleton ShaderData( PFX_afxHighlightShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXVertexShaderFile = "shaders/common/postFX/postFxV.hlsl";
DXPixelShaderFile = "shaders/AFX/afxPostFX_Highlight_P.hlsl";
//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
//OGLVertexShaderFile = "shaders/common/postFX/gl//postFxV.glsl";
//OGLPixelShaderFile = "shaders/common/postFX/gl/passthruP.glsl";
samplerNames[0] = "$inputTex";

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@ -22,7 +22,6 @@
#include "./torque.glsl"
#include "./brdf.glsl"
#include "./shaderModelAutoGen.glsl"
#ifndef TORQUE_SHADERGEN
#line 26
@ -98,7 +97,7 @@ void updateSurface(inout Surface surface)
surface.linearRoughnessSq = surface.linearRoughness * surface.linearRoughness;
surface.albedo = surface.baseColor.rgb * (1.0f - surface.metalness);
surface.f0 = mix(0.04f, surface.baseColor.rgb, surface.metalness);
surface.f0 = mix(vec3(0.04f,0.04f,0.04f), surface.baseColor.rgb, surface.metalness);
surface.R = -reflect(surface.V, surface.N);
surface.f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
@ -452,7 +451,7 @@ vec4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = int(probeConfigData[i].a);
float cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
@ -473,7 +472,7 @@ vec4 computeForwardProbes(Surface surface,
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = texture(BRDFTexture, vec4(dfgNdotV, surface.roughness,0,0)).rg;
vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -492,7 +491,7 @@ vec4 computeForwardProbes(Surface surface,
vec4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refBoxMinArray[MAX_FORWARD_PROBES], vec4 refBoxMaxArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D(BRDFTexture),
float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR, int showAtten, int showContrib, int showSpec, int showDiff)
{
int i = 0;
@ -601,19 +600,19 @@ vec4 debugVizForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += textureLod(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
alpha -= contrib;
}
}
if(skylightCubemapIdx != -1 && alpha >= 0.001)
{
irradiance = mix(irradiance,textureLod(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz,alpha);
specular = mix(specular,textureLod(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
irradiance = mix(irradiance,textureLod(irradianceCubemapAR, vec4(surface.R, skylightCubemapIdx), 0).xyz,alpha);
specular = mix(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz,alpha);
}
if(showSpec == 1)

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@ -22,7 +22,7 @@
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postFx/gl/postFx.glsl"
#include "../../../postFX/gl/postFx.glsl"
#include "../../../gl/torque.glsl"
uniform sampler2D colorBufferTex;

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@ -179,7 +179,7 @@ void main()
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refBoxMinArray[i].xyz, refBoxMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
@ -191,8 +191,8 @@ void main()
if (skylightCubemapIdx != -1 && alpha > 0.001)
{
irradiance = lerp(irradiance,textureLod(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz,alpha);
specular = lerp(specular,textureLod(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
irradiance = lerp(irradiance,textureLod(irradianceCubemapAR, vec4(surface.R, skylightCubemapIdx), 0).xyz,alpha);
specular = lerp(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz,alpha);
}
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0

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@ -1,4 +1,4 @@
#include "../../postFx/postFx.hlsl"
#include "../../postFX/postFx.hlsl"
#include "../../shaderModel.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "../../lighting.hlsl"

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../postFx/postFx.hlsl"
#include "../../postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../postFx/postFx.hlsl"
#include "../../postFX/postFx.hlsl"
#include "../../torque.hlsl"
float4 rtParams0;