diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl index 79d17f535..e0686ad15 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl @@ -35,7 +35,7 @@ uniform float2 oneOverTargetSize; float4 main(PFXVertToPix IN) : TORQUE_TARGET0 { - #if defined(USE_DIRT) + #ifdef USE_DIRT float edge = distance(IN.uv0, float2(0.5f, 0.5f)); edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z); float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge; @@ -43,7 +43,7 @@ float4 main(PFXVertToPix IN) : TORQUE_TARGET0 float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength; - #if defined(USE_DIRT) + #ifdef USE_DIRT upSample.rgb += upSample.rgb * dirt; #endif diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl index 547dcabba..7c9fe846e 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl @@ -20,7 +20,6 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "core/rendering/shaders/gl/hlslCompat.glsl" #include "shadergen:/autogenConditioners.h" uniform sampler2D inputTex; @@ -28,27 +27,27 @@ uniform sampler2D dirtTex; uniform float strength; // XY: Dirt Texture Size/Scale // Z: Dirt Effect Strength -uniform float3 dirtParams; +uniform vec3 dirtParams; // XY: Edge Min & Max Distance // Z: Edge Min Value -uniform float3 edgeParams; -uniform float2 oneOverTargetSize; +uniform vec3 edgeParams; +uniform vec2 oneOverTargetSize; -in float2 uv0; +in vec2 uv0; -out float4 OUT_col; +out vec4 OUT_col; void main() { - #if defined(USE_DIRT) - float edge = distance(uv0, float2(0.5f, 0.5f)); + #ifdef USE_DIRT + float edge = distance(uv0, vec2(0.5, 0.5)); edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z); - float3 dirt = tex2D(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge; + vec3 dirt = texture(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge; #endif - float4 upSample = tex2D(inputTex, uv0) * strength; + vec4 upSample = texture(inputTex, uv0) * strength; - #if defined(USE_DIRT) + #ifdef USE_DIRT upSample.rgb += upSample.rgb * dirt; #endif diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl index 0ee574fb0..df50c562a 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl @@ -20,20 +20,19 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "core/rendering/shaders/gl/hlslCompat.glsl" #include "shadergen:/autogenConditioners.h" uniform sampler2D inputTex; uniform float threshold; -in float2 uv0; +in vec2 uv0; -out float4 OUT_col; +out vec4 OUT_col; void main() { - float4 screenColor = tex2D(inputTex, uv0); + vec4 screenColor = texture(inputTex, uv0); float brightness = max(screenColor.r, max(screenColor.g, screenColor.b)); - float contribution = saturate(brightness - threshold) / max(brightness, 0.0001); + float contribution = clamp(brightness - threshold) / max(brightness, 0.0001, 0.0, 1.0); OUT_col = screenColor * contribution; } diff --git a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl index 2eed66607..d669123a2 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl @@ -20,41 +20,40 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -#include "core/rendering/shaders/gl/hlslCompat.glsl" #include "shadergen:/autogenConditioners.h" #define KERNEL_SAMPLES 9 -const float3 KERNEL[9] = float3[]( - float3( 0.0000, 0.0000, 0.2500), - float3( 1.0000, 0.0000, 0.1250), - float3( 0.0000, 1.0000, 0.1250), - float3(-1.0000, 0.0000, 0.1250), - float3( 0.0000,-1.0000, 0.1250), - float3( 1.0000, 1.0000, 0.0625), - float3( 1.0000,-1.0000, 0.0625), - float3(-1.0000,-1.0000, 0.0625), - float3(-1.0000, 1.0000, 0.0625) +const vec3 KERNEL[9] = vec3[]( + vec3( 0.0000, 0.0000, 0.2500), + vec3( 1.0000, 0.0000, 0.1250), + vec3( 0.0000, 1.0000, 0.1250), + vec3(-1.0000, 0.0000, 0.1250), + vec3( 0.0000,-1.0000, 0.1250), + vec3( 1.0000, 1.0000, 0.0625), + vec3( 1.0000,-1.0000, 0.0625), + vec3(-1.0000,-1.0000, 0.0625), + vec3(-1.0000, 1.0000, 0.0625) ); uniform sampler2D inputTex; -uniform float2 oneOverTargetSize; +uniform vec2 oneOverTargetSize; -in float2 uv0; +in vec2 uv0; -out float4 OUT_col; +out vec4 OUT_col; void main() { - float4 downSample = float4(0, 0, 0, 0); + vec4 downSample = vec4(0, 0, 0, 0); for (int i=0; i