mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Some missing bits and bobs that set up AFX
This commit is contained in:
parent
2f68fdae5e
commit
bbe00a246c
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@ -86,6 +86,8 @@ function clientCmdMissionEnd( %seq )
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{
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if( $Client::missionRunning && $Client::missionSeq == %seq )
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{
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afxEndMissionNotify();
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clientEndMission();
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$Client::missionSeq = -1;
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}
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@ -46,6 +46,9 @@ $Pref::Server::ConnectionError =
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// overrides pref::net::port for dedicated servers
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$Pref::Server::Port = 28000;
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$Pref::Server::EnableDatablockCache = true;
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$Pref::Server::DatablockCacheFilename = "core/clientServer/scripts/server/afx/cache/afx_datablock_cache.dbc";
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// If the password is set, clients must provide it in order
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// to connect to the server
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$Pref::Server::Password = "";
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@ -194,6 +194,8 @@ function onServerCreated()
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// Keep track of when the game started
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$Game::StartTime = $Sim::Time;
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onServerCreatedAFX();
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}
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/// Shut down the server
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46
Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs
Normal file
46
Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs
Normal file
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@ -0,0 +1,46 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// This Post-Effect is adapted from the resource,
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// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
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// http://www.garagegames.com/community/resources/view/17821
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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singleton ShaderData( PFX_afxHighlightShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/AFX/afxPostFX_Highlight_P.hlsl";
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//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
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//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 2.0;
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};
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singleton GFXStateBlockData( PFX_afxDefaultHighlightStateBlock )
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{
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zDefined = true;
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zEnable = false;
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zWriteEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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};
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singleton PostEffect( afxHighlightPostFX )
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{
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// Do not allow the selection effect to work in reflection
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// passes by default so we don't do the extra drawing.
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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renderBin = "HighlightBin";
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renderPriority = 1;
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isEnabled = true;
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shader = PFX_afxHighlightShader;
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stateBlock = PFX_afxDefaultHighlightStateBlock;
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texture[0] = "#highlight";
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texture[1] = "$backBuffer";
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target = "$backBuffer";
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};
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@ -90,6 +90,15 @@ function initRenderManager()
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// Resolve format change token last.
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DiffuseRenderPassManager.addManager( new RenderPassStateBin(FinalBin) { renderOrder = 1.7; stateToken = AL_FormatToken; } );
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if(isObject(afxZodiacTerrainRenderer))
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{
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DiffuseRenderPassManager.addManager( new afxZodiacTerrainRenderer() { bintype = "TerrainZodiac"; renderOrder = 1.41; processAddOrder = 1.41; } );
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DiffuseRenderPassManager.addManager( new afxZodiacPolysoupRenderer() { bintype = "PolysoupZodiac"; renderOrder = 1.42; processAddOrder = 1.42; } );
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DiffuseRenderPassManager.addManager( new afxZodiacGroundPlaneRenderer() { bintype = "GroundPlaneZodiac"; renderOrder = 1.43; processAddOrder = 1.43; } );
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DiffuseRenderPassManager.addManager( new afxZodiacMeshRoadRenderer() { bintype = "MeshRoadZodiac"; renderOrder = 1.44; processAddOrder = 1.44; } );
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DiffuseRenderPassManager.addManager( new afxRenderHighlightMgr() { renderOrder = 1.55; processAddOrder = 1.55; } ); // for selection-highlighting
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}
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}
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/// This is the Default PostFX state block. Put here to prevent any missing object
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@ -0,0 +1,58 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// This is the original Post-Effect Shader used in the resource,
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// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
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// http://www.garagegames.com/community/resources/view/17821
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// (currently not used for default AFX selection-highlighting)
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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#include "../common/shaderModelAutoGen.hlsl"
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#include "shaders/common/postFX/postFx.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(highlightBuffer,0);
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TORQUE_UNIFORM_SAMPLER2D(backBuffer,1);
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uniform float2 targetSize;
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float2 offsets[9] = {
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float2( 0.0, 0.0),
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float2(-1.0, -1.0),
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float2( 0.0, -1.0),
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float2( 1.0, -1.0),
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float2( 1.0, 0.0),
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float2( 1.0, 1.0),
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float2( 0.0, 1.0),
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float2(-1.0, 1.0),
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float2(-1.0, 0.0),
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};
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float2 PixelSize = 1.0 / targetSize;
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float avgval = 0;
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for(int i = 0; i < 9; i++)
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{
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float2 uv = IN.uv0 + offsets[i] * PixelSize;
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float4 cpix = float4( TORQUE_TEX2D( highlightBuffer, uv ).rrr, 1.0 );
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avgval += clamp(cpix.r*256, 0, 1);
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}
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avgval /= 9;
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float vis = round(1.0-(abs(frac(avgval)-0.5)*2));
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float4 bb = TORQUE_TEX2D(backBuffer, IN.uv0);
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float4 outlineColor = float4(vis, 0, 0, vis);
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float4 overlayColor = float4(avgval, 0, 0, avgval);
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//float4 outlineColor = float4(vis*0.5, vis*0.5, vis*0.5, vis*0.5);
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//float4 overlayColor = float4(avgval, avgval, avgval, avgval);
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overlayColor *= 0.4;
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bb = lerp(bb, overlayColor, overlayColor.a);
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outlineColor = lerp(bb, outlineColor, outlineColor.a);
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return outlineColor;
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}
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@ -0,0 +1,27 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// This Post-Effect Shader is adapted from the resource,
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// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
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// http://www.garagegames.com/community/resources/view/17821
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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#include "../common/shaderModelAutoGen.hlsl"
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#include "shaders/common/postFX/postFx.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(highlightBuffer,0);
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TORQUE_UNIFORM_SAMPLER2D(backBuffer,1);
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uniform float2 targetSize;
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float4 bufferColor = TORQUE_TEX2D(backBuffer, IN.uv0);
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float4 highlightColor = TORQUE_TEX2D(highlightBuffer, IN.uv0);
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if (highlightColor.a > 0.0)
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bufferColor.rgb = clamp(highlightColor.a*(bufferColor.rgb*1.4 + 0.05), 0, 1);
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//if (highlightColor.r + highlightColor.g + highlightColor.b > 0.0)
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// bufferColor.rgb = clamp(bufferColor.rgb*1.4 + 0.05, 0, 1);
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return bufferColor;
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}
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@ -0,0 +1,28 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - PIXEL SHADER
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//
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// afxZodiac_Interior_P.hlsl
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// This is the pixel shader for rendering zodiacs on interiors.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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TORQUE_UNIFORM_SAMPLER2D(zodiacMap,0);
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uniform float4 zodiacColor;
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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float4 outColor = zodiacColor*TORQUE_TEX2D(zodiacMap, IN.texCoord);
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return outColor;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,40 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - VERTEX SHADER
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//
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// afxZodiac_Interior_P.hlsl
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// This is the pixel shader for rendering zodiacs on interiors.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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};
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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ConnectData main( VertData IN,
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uniform float4x4 modelView : register(C0)
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)
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{
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ConnectData OUT;
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OUT.hpos = mul(modelView, float4(IN.position,1.0));
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OUT.texCoord = IN.texCoord;
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return OUT;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,28 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - PIXEL SHADER
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//
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// afxZodiac_Polysoup_P.hlsl
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// This is the pixel shader for rendering zodiacs on polysoup models.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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TORQUE_UNIFORM_SAMPLER2D(zodiacMap,0);
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uniform float4 zodiacColor;
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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float4 outColor = zodiacColor*TORQUE_TEX2D(zodiacMap, IN.texCoord);
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return outColor;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,40 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - VERTEX SHADER
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//
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// afxZodiac_Polysoup_P.hlsl
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// This is the pixel shader for rendering zodiacs on polysoup models.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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};
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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ConnectData main( VertData IN,
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uniform float4x4 modelView : register(C0)
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)
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{
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ConnectData OUT;
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OUT.hpos = mul(modelView, float4(IN.position,1.0));
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OUT.texCoord = IN.texCoord;
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return OUT;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,28 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - PIXEL SHADER
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//
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// afxZodiac_Terrain_P.hlsl
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// This is the pixel shader for rendering zodiacs on terrain.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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TORQUE_UNIFORM_SAMPLER2D(zodiacMap,0);
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uniform float4 zodiacColor;
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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float4 outColor = zodiacColor*TORQUE_TEX2D(zodiacMap, IN.texCoord);
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return outColor;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,40 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - VERTEX SHADER
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//
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// afxZodiac_Terrain_P.hlsl
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// This is the pixel shader for rendering zodiacs on terrain.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../common/shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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};
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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ConnectData main( VertData IN,
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uniform float4x4 modelView : register(C0)
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)
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{
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ConnectData OUT;
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OUT.hpos = mul(modelView, float4(IN.position,1.0));
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OUT.texCoord = IN.texCoord;
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return OUT;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - PIXEL SHADER
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//
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// afxZodiac_Interior_P.glsl
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// This is the pixel shader for rendering zodiacs on interiors.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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uniform sampler2D zodiacMap;
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uniform vec4 zodiacColor;
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varying vec4 hpos;
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varying vec2 texCoord;
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//~~~~~~~~~~~~~~~~~~~~//
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void main()
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{
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gl_FragColor = zodiacColor*texture2D(zodiacMap, texCoord);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - VERTEX SHADER
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//
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// afxZodiac_Interior_V.glsl
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// This is the vertex shader for rendering zodiacs on interiors.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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uniform mat4 modelview;
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varying vec2 texCoord;
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varying vec4 position, color;
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//~~~~~~~~~~~~~~~~~~~~//
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void main()
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{
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texCoord = gl_MultiTexCoord0.st;
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gl_Position = modelview * gl_Vertex;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,25 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - PIXEL SHADER
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//
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// afxZodiac_Polysoup_P.glsl
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// This is the pixel shader for rendering zodiacs on polysoup models.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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uniform sampler2D zodiacMap;
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uniform vec4 zodiacColor;
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in vec4 hpos;
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in vec2 texCoord;
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out vec4 OUT_FragColor0;
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//~~~~~~~~~~~~~~~~~~~~//
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void main()
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{
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OUT_FragColor0 = zodiacColor*texture(zodiacMap, texCoord);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -0,0 +1,30 @@
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - VERTEX SHADER
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//
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// afxZodiac_Polysoup_V.glsl
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// This is the vertex shader for rendering zodiacs on polysoup models.
|
||||
//
|
||||
// Copyright (C) Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#include "../../common/gl/hlslCompat.glsl"
|
||||
|
||||
uniform mat4 modelview;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
in vec4 vPosition;
|
||||
in vec4 vColor;
|
||||
in vec2 vTexCoord0;
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = vTexCoord0.st;
|
||||
gl_Position = modelview * vPosition;
|
||||
correctSSP(gl_Position);
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Arcane-FX - PIXEL SHADER
|
||||
//
|
||||
// afxZodiac_Terrain_P.glsl
|
||||
// This is the pixel shader for rendering zodiacs on terrain.
|
||||
//
|
||||
// Copyright (C) Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
uniform sampler2D zodiacMap;
|
||||
uniform vec4 zodiacColor;
|
||||
|
||||
in vec4 hpos;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
//~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = zodiacColor*texture(zodiacMap, texCoord);
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Arcane-FX - VERTEX SHADER
|
||||
//
|
||||
// afxZodiac_Terrain_V.glsl
|
||||
// This is the vertex shader for rendering zodiacs on terrain.
|
||||
//
|
||||
// Copyright (C) Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#include "../../common/gl/hlslCompat.glsl"
|
||||
|
||||
uniform mat4 modelview;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
in vec4 vPosition;
|
||||
in vec4 vColor;
|
||||
in vec2 vTexCoord0;
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = vTexCoord0.st;
|
||||
gl_Position = modelview * vPosition;
|
||||
correctSSP(gl_Position);
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
|
@ -39,6 +39,7 @@ function UI::create( %this )
|
|||
|
||||
exec("./scripts/guis/profiler.gui");
|
||||
exec("./scripts/guis/netGraphGui.gui");
|
||||
exec("./scripts/guis/RecordingsDlg.gui");
|
||||
exec("./scripts/guis/FileDialog.gui");
|
||||
exec("./scripts/guis/guiMusicPlayer.gui");
|
||||
exec("./scripts/guis/startupGui.gui");
|
||||
|
|
|
|||
Loading…
Reference in a new issue