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The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related: A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages() D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets) Reflections: A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever. B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected. C) 2 things best described bluntly as working hacks: C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly. C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material. Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
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58 changed files with 353 additions and 117 deletions
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@ -42,10 +42,11 @@ uniform vec3 g_fBlueShiftColor;
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uniform float g_fBloomScale;
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uniform float g_fOneOverGamma;
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uniform float Brightness;
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uniform float Contrast;
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out vec4 OUT_col;
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void main()
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{
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vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
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@ -94,5 +95,11 @@ void main()
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// Apply gamma correction
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_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
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// Apply contrast
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_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
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// Apply brightness
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_sample.rgb += Brightness;
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OUT_col = _sample;
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}
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