Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent b052a1f970
commit af8fbf0e3a
122 changed files with 641 additions and 641 deletions

View file

@ -119,7 +119,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
zWriteEnable = false;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // #prepass
samplerStates[0] = SamplerClampPoint; // #deferred
samplerStates[1] = SamplerClampLinear; // depthviz
};
@ -131,7 +131,7 @@ new ShaderData( AL_DepthVisualizeShader )
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./shaders/dbgDepthVisualizeP.glsl";
samplerNames[0] = "prepassTex";
samplerNames[0] = "deferredTex";
samplerNames[1] = "depthViz";
pixVersion = 2.0;
@ -141,7 +141,7 @@ singleton PostEffect( AL_DepthVisualize )
{
shader = AL_DepthVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#prepass";
texture[0] = "#deferred";
texture[1] = "tools/worldEditor/images/depthviz";
target = "$backBuffer";
renderPriority = 9999;
@ -188,7 +188,7 @@ new ShaderData( AL_NormalsVisualizeShader )
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./shaders/dbgNormalVisualizeP.glsl";
samplerNames[0] = "prepassTex";
samplerNames[0] = "deferredTex";
pixVersion = 2.0;
};
@ -197,7 +197,7 @@ singleton PostEffect( AL_NormalsVisualize )
{
shader = AL_NormalsVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#prepass";
texture[0] = "#deferred";
target = "$backBuffer";
renderPriority = 9999;
};
@ -224,7 +224,7 @@ new ShaderData( AL_LightColorVisualizeShader )
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./shaders/dbgLightColorVisualizeP.glsl";
samplerNames[0] = "lightPrePassTex";
samplerNames[0] = "lightDeferredTex";
pixVersion = 2.0;
};
@ -259,7 +259,7 @@ new ShaderData( AL_LightSpecularVisualizeShader )
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.glsl";
samplerNames[0] = "lightPrePassTex";
samplerNames[0] = "lightDeferredTex";
pixVersion = 2.0;
};

View file

@ -24,13 +24,13 @@
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D prepassTex;
uniform sampler2D deferredTex;
uniform sampler1D depthViz;
out vec4 OUT_col;
void main()
{
float depth = prepassUncondition( prepassTex, uv0 ).w;
float depth = deferredUncondition( deferredTex, uv0 ).w;
OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
}

View file

@ -23,11 +23,11 @@
#include "core/shaders/postfx/postFx.hlsl"
#include "core/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
TORQUE_UNIFORM_SAMPLER1D(depthViz, 1);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w;
return float4( TORQUE_TEX1D( depthViz, depth ).rgb, 1.0 );
}

View file

@ -23,12 +23,12 @@
#include "core/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D lightPrePassTex;
uniform sampler2D lightDeferredTex;
out vec4 OUT_col;
void main()
{
vec4 lightColor = texture( lightPrePassTex, uv0 );
vec4 lightColor = texture( lightDeferredTex, uv0 );
OUT_col = vec4( lightColor.rgb, 1.0 );
}

View file

@ -23,10 +23,10 @@
#include "core/shaders/shaderModelAutoGen.hlsl"
#include "core/shaders/postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0);
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 lightColor = TORQUE_TEX2D( lightPrePassTex, IN.uv0 );
float4 lightColor = TORQUE_TEX2D( lightDeferredTex, IN.uv0 );
return float4( lightColor.rgb, 1.0 );
}

View file

@ -23,12 +23,12 @@
#include "core/shaders/gl/hlslCompat.glsl"
in vec2 uv0;
uniform sampler2D lightPrePassTex;
uniform sampler2D lightDeferredTex;
out vec4 OUT_col;
void main()
{
float specular = texture( lightPrePassTex, uv0 ).a;
float specular = texture( lightDeferredTex, uv0 ).a;
OUT_col = vec4( specular, specular, specular, 1.0 );
}

View file

@ -22,10 +22,10 @@
#include "core/shaders/postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0);
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float specular = TORQUE_TEX2D( lightPrePassTex, IN.uv0 ).a;
float specular = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ).a;
return float4( specular, specular, specular, 1.0 );
}

View file

@ -24,12 +24,12 @@
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D prepassTex;
uniform sampler2D deferredTex;
out vec4 OUT_col;
void main()
{
vec3 normal = prepassUncondition( prepassTex, uv0 ).xyz;
vec3 normal = deferredUncondition( deferredTex, uv0 ).xyz;
OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
}

View file

@ -23,10 +23,10 @@
#include "core/shaders/postfx/postFx.hlsl"
#include "core/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float3 normal = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).xyz;
float3 normal = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).xyz;
return float4( ( normal + 1.0 ) * 0.5, 1.0 );
}