diff --git a/Engine/source/gfx/gl/gfxGLShader.cpp b/Engine/source/gfx/gl/gfxGLShader.cpp index 69ea74f34..a304b9bc2 100644 --- a/Engine/source/gfx/gl/gfxGLShader.cpp +++ b/Engine/source/gfx/gl/gfxGLShader.cpp @@ -1122,15 +1122,19 @@ void GFXGLShader::setConstantsFromBuffer(U8* buffer) // Set sampler number on our program. glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg); break; + case GFXSCT_Bool: case GFXSCT_Int: glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset)); break; + case GFXSCT_Bool2: case GFXSCT_Int2: glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset)); break; + case GFXSCT_Bool3: case GFXSCT_Int3: glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset)); break; + case GFXSCT_Bool4: case GFXSCT_Int4: glUniform4iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset)); break; diff --git a/Engine/source/renderInstance/renderParticleMgr.cpp b/Engine/source/renderInstance/renderParticleMgr.cpp index 3f4779d34..4c2f8ccba 100644 --- a/Engine/source/renderInstance/renderParticleMgr.cpp +++ b/Engine/source/renderInstance/renderParticleMgr.cpp @@ -495,7 +495,8 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState* mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor ); mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale ); - + mParticleShaderConsts.mShaderConsts->setSafe(mParticleShaderConsts.mGlowSC, ri->glow ? 1 : 0); + mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj ); mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() ); @@ -556,6 +557,7 @@ bool RenderParticleMgr::_initShader() mParticleShaderConsts.mOneOverSoftnessSC = mParticleShader->getShaderConstHandle( "$oneOverSoftness" ); mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" ); mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" ); + mParticleShaderConsts.mGlowSC = mParticleShader->getShaderConstHandle("$glow"); mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" ); mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$deferredTargetParams" ); diff --git a/Engine/source/renderInstance/renderParticleMgr.h b/Engine/source/renderInstance/renderParticleMgr.h index 6d606acad..6409e6516 100644 --- a/Engine/source/renderInstance/renderParticleMgr.h +++ b/Engine/source/renderInstance/renderParticleMgr.h @@ -112,6 +112,7 @@ protected: GFXShaderConstHandle *mDeferredTargetParamsSC; GFXShaderConstHandle *mAlphaFactorSC; GFXShaderConstHandle *mAlphaScaleSC; + GFXShaderConstHandle* mGlowSC; GFXShaderConstHandle *mSamplerDiffuse; GFXShaderConstHandle *mSamplerDeferredTex; GFXShaderConstHandle *mSamplerParaboloidLightMap; diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl index cf35e5f1b..96a165ef3 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/particlesP.glsl @@ -77,6 +77,7 @@ vec4 lmSample( vec3 nrm ) uniform float alphaFactor; uniform float alphaScale; +uniform int glow; out vec4 OUT_col; @@ -106,7 +107,11 @@ void main() // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); - + if (glow >0) + { + vec4 glowCol = vec4(pow(max((IN_color * diffuse).rgb*10,0.0),3.54406804435),(IN_color * diffuse).a); + colorScale *= glowCol.rgb; + } OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale, IN_color.a * diffuse.a * softBlend * alphaScale ) ); } diff --git a/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl index 155107d8b..b27885f53 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/particlesP.hlsl @@ -75,6 +75,7 @@ float4 lmSample( float3 nrm ) uniform float alphaFactor; uniform float alphaScale; +uniform int glow; float4 main( Conn IN ) : TORQUE_TARGET0 { @@ -102,7 +103,11 @@ float4 main( Conn IN ) : TORQUE_TARGET0 // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); - + if (glow >0) + { + float4 glowCol = float4(pow(max((IN.color * diffuse).rgb*10,0.0),3.54406804435),(IN.color * diffuse).a); + colorScale *= glowCol.rgb; + } return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale, IN.color.a * diffuse.a * softBlend * alphaScale ) ); }