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Merge pull request #1371 from Azaezel/afxZodiacFindings
Afx zodiac findings
This commit is contained in:
commit
cd2213de36
20 changed files with 107 additions and 47 deletions
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@ -140,11 +140,11 @@ singleton ShaderData( VolumetricFogReflectionShader )
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};
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singleton ShaderData( CubemapSaveShader )
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{
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DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
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DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/common/cubemapSaveV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/common/cubemapSaveP.hlsl";
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OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
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OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/common/gl/cubemapSaveV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/common/gl/cubemapSaveP.glsl";
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samplerNames[0] = "$cubemapTex";
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@ -187,4 +187,58 @@ singleton ShaderData( ThickLineGUI )
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineP.glsl";
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pixVersion = 3.0;
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};
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX - Shared AFX Shaders
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//
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// All of the non-zodiac shaders support alpha-fading.
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//
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Zodiac Shaders
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new ShaderData(afxZodiacTerrainShader)
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Terrain_V.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Terrain_P.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Terrain_V.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Terrain_P.glsl";
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samplerNames[0] = "$zodiacMap";
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pixVersion = 1.1;
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};
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new ShaderData(afxZodiacInteriorShader)
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Interior_V.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Interior_P.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Interior_V.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Interior_P.glsl";
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samplerNames[0] = "$zodiacMap";
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pixVersion = 1.1;
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};
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new ShaderData(afxZodiacPolysoupShader)
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Polysoup_V.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Polysoup_P.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Polysoup_V.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Polysoup_P.glsl";
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samplerNames[0] = "$zodiacMap";
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pixVersion = 1.1;
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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@ -87,14 +87,11 @@ 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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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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/// This is the Default PostFX state block. Put here to prevent any missing object
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@ -5,9 +5,9 @@
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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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#include "../shaderModel.hlsl"
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#include "../shaderModelAutoGen.hlsl"
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#include "../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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@ -4,9 +4,9 @@
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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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#include "../shaderModel.hlsl"
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#include "../shaderModelAutoGen.hlsl"
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#include "../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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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct ConnectData
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{
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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct ConnectData
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{
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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct ConnectData
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{
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@ -8,7 +8,7 @@
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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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#include "../shaderModel.hlsl"
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struct VertData
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{
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float3 position : POSITION;
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@ -8,7 +8,7 @@
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../../common/gl/hlslCompat.glsl"
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#include "../../gl/hlslCompat.glsl"
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uniform mat4 modelview;
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@ -8,7 +8,7 @@
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// Copyright (C) Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "../../common/gl/hlslCompat.glsl"
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#include "../../gl/hlslCompat.glsl"
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uniform mat4 modelview;
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