mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 00:24:40 +00:00
missed glsl shader changes
missed a few glsl shader changes fixed gradient to look correct with selected underlay colour
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parent
029a495de1
commit
d5d7f9b91b
2 changed files with 14 additions and 8 deletions
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@ -65,9 +65,12 @@ void main()
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{
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{
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float blendX = (1.0 - texCoord.x);
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float blendX = (1.0 - texCoord.x);
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float blendY = texCoord.y;
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float blendY = texCoord.y;
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float gamma = 2.4;
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blendX = pow(abs(blendX), gamma);
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blendY = pow(abs(blendY), 1/gamma);
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vec4 interpolatedColor = mix(mix(baseColor,vec4(1.0f, 1.0f, 1.0f, 1.0f), blendX),vec4(0.0f, 0.0f, 0.0f, 1.0f), blendY);
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vec4 interpolatedColor = mix(mix(baseColor,vec4(1.0f, 1.0f, 1.0f, 1.0f), blendX),vec4(0.0f, 0.0f, 0.0f, 1.0f), blendY);
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baseColor = interpolatedColor;
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baseColor = interpolatedColor;
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}
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}
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if(cornerRadius > 0.0 || halfBorder > 0.0)
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if(cornerRadius > 0.0 || halfBorder > 0.0)
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@ -78,20 +81,20 @@ void main()
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{
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{
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if(sdf < 0.0)
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if(sdf < 0.0)
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{
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{
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toColor = color;
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toColor = baseColor;
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sdf = abs(sdf) - borderSize;
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sdf = abs(sdf) - borderSize;
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}
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}
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}
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}
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else{
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else{
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fromColor = color;
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fromColor = baseColor;
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}
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}
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float alpha = smoothstep(-1.0, 1.0, sdf);
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float alpha = smoothstep(-1.0, 1.0, sdf);
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OUT_col = mix(fromColor, toColor, alpha);
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OUT_col = mix(fromColor, baseColor, alpha);
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}
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}
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else
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else
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{
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{
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OUT_col = color;
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OUT_col = baseColor;
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}
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}
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}
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}
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@ -69,9 +69,12 @@ float4 main(Conn IN) : TORQUE_TARGET0
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if(gradientFill > 0.5f)
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if(gradientFill > 0.5f)
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{
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{
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float blendX = (1.0 - IN.texCoord.x);
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float blendX = 1.0 - IN.texCoord.x;
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float blendY = IN.texCoord.y;
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float blendY = IN.texCoord.y;
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float gamma = 2.4;
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blendX = pow(abs(blendX), gamma);
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blendY = pow(abs(blendY), 1/gamma);
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float4 interpolatedColor = lerp(lerp(baseColor,float4(1.0f, 1.0f, 1.0f, 1.0f), blendX),float4(0.0f, 0.0f, 0.0f, 1.0f), blendY);
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float4 interpolatedColor = lerp(lerp(baseColor,float4(1.0f, 1.0f, 1.0f, 1.0f), blendX),float4(0.0f, 0.0f, 0.0f, 1.0f), blendY);
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baseColor = interpolatedColor;
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baseColor = interpolatedColor;
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}
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}
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