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Updating BaseGame to work with PBR, and a PBR example module
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98 changed files with 6762 additions and 2889 deletions
115
Templates/BaseGame/game/tools/resources/ReflectProbeSphere.dae
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115
Templates/BaseGame/game/tools/resources/ReflectProbeSphere.dae
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Templates/BaseGame/game/tools/resources/materials.cs
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Templates/BaseGame/game/tools/resources/materials.cs
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singleton Material(ReflectProbePreviewMat)
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{
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mapTo = "ReflectProbePreviewMat";
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diffuseColor[0] = "1 1 1 1";
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smoothness[0] = "1";
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metalness[0] = "1";
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translucentBlendOp = "None";
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};
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#include "shaders/common/shaderModelAutoGen.hlsl"
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#include "shaders/common/lighting/advanced/farFrustumQuad.hlsl"
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#include "shaders/common/lighting/advanced/lightingUtils.hlsl"
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#include "shaders/common/lighting.hlsl"
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#include "shaders/common/torque.hlsl"
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struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 wsEyeDir : TEXCOORD0;
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float4 ssPos : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1);
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uniform float4 rtParams0;
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uniform float4x4 invViewMat;
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float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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{
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// Compute scene UV
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float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
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float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
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//float3 eyeRay = IN.vsEyeDir.xyz;
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// Sample/unpack the normal/z data
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float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
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float3 normal = deferredSample.rgb;
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float depth = deferredSample.a;
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if (depth>0.9999)
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return float4(0,0,0,0);
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// Need world-space normal.
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float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
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float3 reflectionVec = reflect(IN.wsEyeDir, float4(normalize(wsNormal),1)).rgb;
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float4 color = TORQUE_TEXCUBE(cubeMap, reflectionVec);
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//simple visibility testing
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//float4 color = float4(1,0,0,1);
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return float4(color.rgb, 1);
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}
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shaders/common/hlslStructs.hlsl"
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#include "shaders/common/shaderModel.hlsl"
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struct VertData
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{
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float3 pos : POSITION;
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float tangentW : TEXCOORD3;
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float3 normal : NORMAL;
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float3 T : TANGENT;
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float2 texCoord : TEXCOORD0;
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};
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struct ConvexConnectV
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{
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float4 hpos : TORQUE_POSITION;
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float4 wsEyeDir : TEXCOORD0;
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float4 ssPos : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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uniform float4x4 modelview;
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uniform float4x4 objTrans;
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uniform float4x4 worldViewOnly;
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uniform float3 eyePosWorld;
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ConvexConnectV main( VertData IN )
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{
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ConvexConnectV OUT;
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OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
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OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
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OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
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OUT.ssPos = OUT.hpos;
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return OUT;
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}
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