diff --git a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs index c99336478..f7bdf56f9 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs +++ b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs @@ -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"; diff --git a/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs index f2c9e43af..f5bfc6d54 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs +++ b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs @@ -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 = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underwaterFogP.glsl b/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underwaterFogP.glsl index 0edc730b8..d9e5564de 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underwaterFogP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underwaterFogP.glsl @@ -22,7 +22,7 @@ #include "core/rendering/shaders/gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/torque.glsl" -#include "core/rendering/shaders/postFX/postFx.glsl" +#include "core/rendering/shaders/postFX/gl/postFx.glsl" #include "shadergen:/autogenConditioners.h" //----------------------------------------------------------------------------- diff --git a/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs b/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs index d7a310a19..115decbbf 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs @@ -6,11 +6,11 @@ singleton ShaderData( PFX_afxHighlightShader ) { - DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; + DXVertexShaderFile = "shaders/common/postFX/postFxV.hlsl"; DXPixelShaderFile = "shaders/AFX/afxPostFX_Highlight_P.hlsl"; - //OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl"; - //OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl"; + //OGLVertexShaderFile = "shaders/common/postFX/gl//postFxV.glsl"; + //OGLPixelShaderFile = "shaders/common/postFX/gl/passthruP.glsl"; samplerNames[0] = "$inputTex"; diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index cb12b1767..c5a8ae295 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -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) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl index 949aec129..639ca1add 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl @@ -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; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index eb06b2582..10f8a57d9 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -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 diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl index e2345e5df..d47967c6c 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -1,4 +1,4 @@ -#include "../../postFx/postFx.hlsl" +#include "../../postFX/postFx.hlsl" #include "../../shaderModel.hlsl" #include "../../shaderModelAutoGen.hlsl" #include "../../lighting.hlsl" diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl index cf819eed3..8d5edd65d 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "../../postFx/postFx.hlsl" +#include "../../postFX/postFx.hlsl" TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl index d0838016b..85d731757 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "../../postFx/postFx.hlsl" +#include "../../postFX/postFx.hlsl" #include "../../torque.hlsl" float4 rtParams0;