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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 04:20:30 +00:00
Shaderdata new->singleton
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dcc1c47e39
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8 changed files with 25 additions and 25 deletions
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@ -1,4 +1,4 @@
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new ShaderData( BasicRibbonShader )
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singleton ShaderData( BasicRibbonShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
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@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat )
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preload = true;
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};
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new ShaderData( TexturedRibbonShader )
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singleton ShaderData( TexturedRibbonShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";
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@ -61,7 +61,7 @@ new GFXStateBlockData( AL_VectorLightState )
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};
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// Vector Light Material
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new ShaderData( AL_VectorLightShader )
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singleton shaderData( AL_VectorLightShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl";
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@ -140,7 +140,7 @@ new GFXStateBlockData( AL_ConvexLightState )
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};
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// Point Light Material
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new ShaderData( AL_PointLightShader )
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singleton shaderData( AL_PointLightShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl";
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@ -179,7 +179,7 @@ new CustomMaterial( AL_PointLightMaterial )
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};
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// Spot Light Material
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new ShaderData( AL_SpotLightShader )
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singleton shaderData( AL_SpotLightShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl";
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@ -256,7 +256,7 @@ new Material( AL_DefaultShadowMaterial )
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};
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// Particle System Point Light Material
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new ShaderData( AL_ParticlePointLightShader )
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singleton shaderData( AL_ParticlePointLightShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl";
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@ -281,7 +281,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
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};
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//Probe Processing
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new ShaderData( IrradianceShader )
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singleton shaderData( IrradianceShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl";
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@ -294,7 +294,7 @@ new ShaderData( IrradianceShader )
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pixVersion = 3.0;
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};
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new ShaderData( PrefiterCubemapShader )
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singleton shaderData( PrefiterCubemapShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl";
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@ -27,7 +27,7 @@ new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
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samplerStates[4] = SamplerWrapLinear;
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};
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new ShaderData( AL_ProbeShader )
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singleton shaderData( AL_ProbeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl";
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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new ShaderData(BlurDepthShader)
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singleton shaderData(BlurDepthShader)
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";
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@ -57,7 +57,7 @@ singleton ShaderData( OffscreenParticleCompositeShaderData )
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//-----------------------------------------------------------------------------
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// Planar Reflection
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//-----------------------------------------------------------------------------
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new ShaderData( ReflectBump )
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singleton shaderData( ReflectBump )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl";
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@ -72,7 +72,7 @@ new ShaderData( ReflectBump )
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pixVersion = 2.0;
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};
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new ShaderData( Reflect )
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singleton shaderData( Reflect )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl";
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@ -89,7 +89,7 @@ new ShaderData( Reflect )
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//-----------------------------------------------------------------------------
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// fxFoliageReplicator
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//-----------------------------------------------------------------------------
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new ShaderData( fxFoliageReplicatorShader )
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singleton shaderData( fxFoliageReplicatorShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl";
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Debug Shaders.
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new ShaderData( AL_ColorBufferShader )
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singleton shaderData( AL_ColorBufferShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgColorBufferP.hlsl";
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@ -59,7 +59,7 @@ function toggleColorBufferViz( %enable )
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}
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}
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new ShaderData( AL_SpecMapShader )
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singleton shaderData( AL_SpecMapShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgSpecMapVisualizeP.hlsl";
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@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
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samplerStates[1] = SamplerClampLinear; // depthviz
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};
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new ShaderData( AL_DepthVisualizeShader )
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singleton shaderData( AL_DepthVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgDepthVisualizeP.hlsl";
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@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this )
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return true;
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}
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new ShaderData( AL_GlowVisualizeShader )
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singleton shaderData( AL_GlowVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgGlowVisualizeP.hlsl";
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@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize )
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renderPriority = 9999;
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};
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new ShaderData( AL_NormalsVisualizeShader )
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singleton shaderData( AL_NormalsVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgNormalVisualizeP.hlsl";
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@ -214,7 +214,7 @@ function AL_NormalsVisualize::onEnabled( %this )
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new ShaderData( AL_LightColorVisualizeShader )
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singleton shaderData( AL_LightColorVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgLightColorVisualizeP.hlsl";
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@ -249,7 +249,7 @@ function AL_LightColorVisualize::onEnabled( %this )
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}
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new ShaderData( AL_LightSpecularVisualizeShader )
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singleton shaderData( AL_LightSpecularVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.hlsl";
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@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState )
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samplerStates[4] = SamplerClampLinear; // depthviz
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};
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new ShaderData( Viz_TexelDensity )
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singleton shaderData( Viz_TexelDensity )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_TexelDensityP.hlsl";
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@ -79,7 +79,7 @@ function toggleTexelDensityViz( %enable )
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//
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//
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new ShaderData( Viz_SurfaceProperties )
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singleton shaderData( Viz_SurfaceProperties )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_SurfacePropertiesP.hlsl";
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@ -203,7 +203,7 @@ function Viz_SurfacePropertiesPFX::onEnabled( %this )
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//
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//
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//
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new ShaderData( Viz_ColorBlindness )
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singleton shaderData( Viz_ColorBlindness )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_ColorblindnessP.hlsl";
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@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this )
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//
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//Material Complexity Viz
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new ShaderData( Viz_MaterialComplexity )
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singleton shaderData( Viz_MaterialComplexity )
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{
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DXVertexShaderFile = "./shaders/Viz_materialComplexityV.hlsl";
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DXPixelShaderFile = "./shaders/Viz_materialComplexityP.hlsl";
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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new ShaderData( AL_ShadowVisualizeShader )
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singleton shaderData( AL_ShadowVisualizeShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl";
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DXPixelShaderFile = "./shaders/dbgShadowVisualizeP.hlsl";
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