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https://github.com/TorqueGameEngines/Torque3D.git
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more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
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21 changed files with 68 additions and 387 deletions
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@ -27,7 +27,6 @@
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/GLSL/bumpGLSL.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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#include "shaderGen/GLSL/depthGLSL.h"
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#include "shaderGen/GLSL/paraboloidGLSL.h"
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#include "materials/materialFeatureTypes.h"
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@ -66,9 +65,8 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_StaticCubemap, new NamedFeatureGLSL( "Static Cubemap" ) );
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FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatGLSL );
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FEATUREMGR->registerFeature( MFT_InvertSmoothness, new NamedFeatureGLSL("Roughest = 1.0"));
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapGLSL );
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FEATUREMGR->registerFeature( MFT_AccuMap, new AccuTexFeatGLSL );
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FEATUREMGR->registerFeature( MFT_GlossMap, new NamedFeatureGLSL( "Gloss Map" ) );
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FEATUREMGR->registerFeature( MFT_GlowMap, new NamedFeatureGLSL( "Glow Map" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureGLSL( "Translucent" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureGLSL( "Translucent ZWrite" ) );
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FEATUREMGR->registerFeature( MFT_Visibility, new VisibilityFeatGLSL );
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@ -102,8 +100,8 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
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// Deferred Shading
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FEATUREMGR->registerFeature( MFT_isDeferred, new NamedFeatureGLSL( "Deferred Material" ) );
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FEATUREMGR->registerFeature( MFT_DeferredSpecMap, new DeferredSpecMapGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredSpecVars, new DeferredSpecVarsGLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigMap, new PBRConfigMapGLSL );
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FEATUREMGR->registerFeature( MFT_PBRConfigVars, new PBRConfigVarsGLSL );
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FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsGLSL );
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FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureGLSL( "skybox" ) );
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FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureGLSL );
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