mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 15:55:39 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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parent
b052a1f970
commit
af8fbf0e3a
122 changed files with 641 additions and 641 deletions
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@ -119,7 +119,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
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zWriteEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint; // #prepass
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samplerStates[0] = SamplerClampPoint; // #deferred
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samplerStates[1] = SamplerClampLinear; // depthviz
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};
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@ -131,7 +131,7 @@ new ShaderData( AL_DepthVisualizeShader )
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = "./shaders/dbgDepthVisualizeP.glsl";
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samplerNames[0] = "prepassTex";
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samplerNames[0] = "deferredTex";
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samplerNames[1] = "depthViz";
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pixVersion = 2.0;
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@ -141,7 +141,7 @@ singleton PostEffect( AL_DepthVisualize )
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{
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shader = AL_DepthVisualizeShader;
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stateBlock = AL_DefaultVisualizeState;
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texture[0] = "#prepass";
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texture[0] = "#deferred";
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texture[1] = "tools/worldEditor/images/depthviz";
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target = "$backBuffer";
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renderPriority = 9999;
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@ -188,7 +188,7 @@ new ShaderData( AL_NormalsVisualizeShader )
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = "./shaders/dbgNormalVisualizeP.glsl";
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samplerNames[0] = "prepassTex";
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samplerNames[0] = "deferredTex";
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pixVersion = 2.0;
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};
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@ -197,7 +197,7 @@ singleton PostEffect( AL_NormalsVisualize )
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{
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shader = AL_NormalsVisualizeShader;
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stateBlock = AL_DefaultVisualizeState;
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texture[0] = "#prepass";
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texture[0] = "#deferred";
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target = "$backBuffer";
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renderPriority = 9999;
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};
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@ -224,7 +224,7 @@ new ShaderData( AL_LightColorVisualizeShader )
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = "./shaders/dbgLightColorVisualizeP.glsl";
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samplerNames[0] = "lightPrePassTex";
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samplerNames[0] = "lightDeferredTex";
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pixVersion = 2.0;
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};
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@ -259,7 +259,7 @@ new ShaderData( AL_LightSpecularVisualizeShader )
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.glsl";
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samplerNames[0] = "lightPrePassTex";
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samplerNames[0] = "lightDeferredTex";
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pixVersion = 2.0;
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};
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@ -24,13 +24,13 @@
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D prepassTex;
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uniform sampler2D deferredTex;
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uniform sampler1D depthViz;
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out vec4 OUT_col;
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void main()
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{
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float depth = prepassUncondition( prepassTex, uv0 ).w;
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float depth = deferredUncondition( deferredTex, uv0 ).w;
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OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
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}
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@ -23,11 +23,11 @@
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#include "core/shaders/postfx/postFx.hlsl"
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#include "core/shaders/shaderModelAutoGen.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
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TORQUE_UNIFORM_SAMPLER1D(depthViz, 1);
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
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float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w;
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return float4( TORQUE_TEX1D( depthViz, depth ).rgb, 1.0 );
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}
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@ -23,12 +23,12 @@
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#include "core/shaders/gl/hlslCompat.glsl"
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in vec2 uv0;
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uniform sampler2D lightPrePassTex;
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uniform sampler2D lightDeferredTex;
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out vec4 OUT_col;
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void main()
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{
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vec4 lightColor = texture( lightPrePassTex, uv0 );
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vec4 lightColor = texture( lightDeferredTex, uv0 );
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OUT_col = vec4( lightColor.rgb, 1.0 );
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}
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@ -23,10 +23,10 @@
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#include "core/shaders/shaderModelAutoGen.hlsl"
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#include "core/shaders/postfx/postFx.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0);
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TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float4 lightColor = TORQUE_TEX2D( lightPrePassTex, IN.uv0 );
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float4 lightColor = TORQUE_TEX2D( lightDeferredTex, IN.uv0 );
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return float4( lightColor.rgb, 1.0 );
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}
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@ -23,12 +23,12 @@
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#include "core/shaders/gl/hlslCompat.glsl"
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in vec2 uv0;
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uniform sampler2D lightPrePassTex;
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uniform sampler2D lightDeferredTex;
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out vec4 OUT_col;
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void main()
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{
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float specular = texture( lightPrePassTex, uv0 ).a;
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float specular = texture( lightDeferredTex, uv0 ).a;
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OUT_col = vec4( specular, specular, specular, 1.0 );
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}
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@ -22,10 +22,10 @@
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#include "core/shaders/postfx/postFx.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,0);
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TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,0);
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float specular = TORQUE_TEX2D( lightPrePassTex, IN.uv0 ).a;
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float specular = TORQUE_TEX2D( lightDeferredTex, IN.uv0 ).a;
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return float4( specular, specular, specular, 1.0 );
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}
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@ -24,12 +24,12 @@
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D prepassTex;
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uniform sampler2D deferredTex;
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out vec4 OUT_col;
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void main()
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{
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vec3 normal = prepassUncondition( prepassTex, uv0 ).xyz;
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vec3 normal = deferredUncondition( deferredTex, uv0 ).xyz;
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OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
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}
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@ -23,10 +23,10 @@
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#include "core/shaders/postfx/postFx.hlsl"
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#include "core/shaders/shaderModelAutoGen.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float3 normal = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).xyz;
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float3 normal = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).xyz;
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return float4( ( normal + 1.0 ) * 0.5, 1.0 );
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}
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