Merge pull request #1371 from Azaezel/afxZodiacFindings

Afx zodiac findings
This commit is contained in:
Brian Roberts 2025-01-27 18:57:28 -06:00 committed by GitHub
commit cd2213de36
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GPG key ID: B5690EEEBB952194
20 changed files with 107 additions and 47 deletions

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@ -140,11 +140,11 @@ singleton ShaderData( VolumetricFogReflectionShader )
};
singleton ShaderData( CubemapSaveShader )
{
DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/common/cubemapSaveV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/common/cubemapSaveP.hlsl";
OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/common/gl/cubemapSaveV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/common/gl/cubemapSaveP.glsl";
samplerNames[0] = "$cubemapTex";
@ -187,4 +187,58 @@ singleton ShaderData( ThickLineGUI )
OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineP.glsl";
pixVersion = 3.0;
};
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX - Shared AFX Shaders
//
// All of the non-zodiac shaders support alpha-fading.
//
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Zodiac Shaders
new ShaderData(afxZodiacTerrainShader)
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Terrain_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Terrain_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Terrain_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Terrain_P.glsl";
samplerNames[0] = "$zodiacMap";
pixVersion = 1.1;
};
new ShaderData(afxZodiacInteriorShader)
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Interior_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Interior_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Interior_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Interior_P.glsl";
samplerNames[0] = "$zodiacMap";
pixVersion = 1.1;
};
new ShaderData(afxZodiacPolysoupShader)
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Polysoup_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/AFX/afxZodiac_Polysoup_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Polysoup_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/AFX/gl/afxZodiac_Polysoup_P.glsl";
samplerNames[0] = "$zodiacMap";
pixVersion = 1.1;
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//

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@ -87,14 +87,11 @@ function initRenderManager()
// Resolve format change token last.
DiffuseRenderPassManager.addManager( new RenderPassStateBin(FinalBin) { renderOrder = 1.7; stateToken = AL_FormatToken; } );
if(isObject(afxZodiacTerrainRenderer))
{
DiffuseRenderPassManager.addManager( new afxZodiacTerrainRenderer() { bintype = "TerrainZodiac"; renderOrder = 1.41; processAddOrder = 1.41; } );
DiffuseRenderPassManager.addManager( new afxZodiacPolysoupRenderer() { bintype = "PolysoupZodiac"; renderOrder = 1.42; processAddOrder = 1.42; } );
DiffuseRenderPassManager.addManager( new afxZodiacGroundPlaneRenderer() { bintype = "GroundPlaneZodiac"; renderOrder = 1.43; processAddOrder = 1.43; } );
DiffuseRenderPassManager.addManager( new afxZodiacMeshRoadRenderer() { bintype = "MeshRoadZodiac"; renderOrder = 1.44; processAddOrder = 1.44; } );
DiffuseRenderPassManager.addManager( new afxRenderHighlightMgr() { renderOrder = 1.55; processAddOrder = 1.55; } ); // for selection-highlighting
}
DiffuseRenderPassManager.addManager( new afxZodiacTerrainRenderer() { bintype = "TerrainZodiac"; renderOrder = 1.41; processAddOrder = 1.41; } );
DiffuseRenderPassManager.addManager( new afxZodiacPolysoupRenderer() { bintype = "PolysoupZodiac"; renderOrder = 1.42; processAddOrder = 1.42; } );
DiffuseRenderPassManager.addManager( new afxZodiacGroundPlaneRenderer() { bintype = "GroundPlaneZodiac"; renderOrder = 1.43; processAddOrder = 1.43; } );
DiffuseRenderPassManager.addManager( new afxZodiacMeshRoadRenderer() { bintype = "MeshRoadZodiac"; renderOrder = 1.44; processAddOrder = 1.44;} );
DiffuseRenderPassManager.addManager( new afxRenderHighlightMgr() { renderOrder = 1.55; processAddOrder = 1.55;} ); // for selection-highlighting
}
/// This is the Default PostFX state block. Put here to prevent any missing object

View file

@ -5,9 +5,9 @@
// (currently not used for default AFX selection-highlighting)
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../common/shaderModelAutoGen.hlsl"
#include "shaders/common/postFX/postFx.hlsl"
#include "../shaderModel.hlsl"
#include "../shaderModelAutoGen.hlsl"
#include "../postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(highlightBuffer,0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer,1);

View file

@ -4,9 +4,9 @@
// http://www.garagegames.com/community/resources/view/17821
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../common/shaderModelAutoGen.hlsl"
#include "shaders/common/postFX/postFx.hlsl"
#include "../shaderModel.hlsl"
#include "../shaderModelAutoGen.hlsl"
#include "../postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(highlightBuffer,0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer,1);

View file

@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct ConnectData
{

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@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct VertData
{
float3 position : POSITION;

View file

@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct ConnectData
{

View file

@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct VertData
{
float3 position : POSITION;

View file

@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct ConnectData
{

View file

@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../common/shaderModel.hlsl"
#include "../shaderModel.hlsl"
struct VertData
{
float3 position : POSITION;

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@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../../common/gl/hlslCompat.glsl"
#include "../../gl/hlslCompat.glsl"
uniform mat4 modelview;

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@ -8,7 +8,7 @@
// Copyright (C) Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "../../common/gl/hlslCompat.glsl"
#include "../../gl/hlslCompat.glsl"
uniform mat4 modelview;