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https://github.com/TorqueGameEngines/Torque3D.git
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diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
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51b6469922
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31 changed files with 396 additions and 107 deletions
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@ -120,6 +120,7 @@ void main()
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{
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// Modulate baseColor by the ambientColor.
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vec4 waterBaseColor = baseColor * vec4( ambientColor.rgb, 1 );
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waterBaseColor = toLinear(waterBaseColor);
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// Get the bumpNorm...
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vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
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@ -324,6 +324,7 @@ void main()
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// Calculate the water "base" color based on depth.
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vec4 waterBaseColor = baseColor * texture( depthGradMap, saturate( delta / depthGradMax ) );
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waterBaseColor = toLinear(waterBaseColor);
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// Modulate baseColor by the ambientColor.
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waterBaseColor *= vec4( ambientColor.rgb, 1 );
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@ -117,6 +117,7 @@ float4 main( ConnectData IN ) : COLOR
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{
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// Modulate baseColor by the ambientColor.
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float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 );
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waterBaseColor = toLinear(waterBaseColor);
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// Get the bumpNorm...
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float3 bumpNorm = ( tex2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
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@ -311,6 +311,7 @@ float4 main( ConnectData IN ) : COLOR
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// Calculate the water "base" color based on depth.
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float4 waterBaseColor = baseColor * tex1D( depthGradMap, saturate( delta / depthGradMax ) );
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waterBaseColor = toLinear(waterBaseColor);
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// Modulate baseColor by the ambientColor.
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waterBaseColor *= float4( ambientColor.rgb, 1 );
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