mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-04 12:05:13 +00:00
Merge branch 'development' of https://github.com/vvv-yeaf/Torque3D into development
This commit is contained in:
commit
db08474827
15 changed files with 162 additions and 83 deletions
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@ -37,7 +37,7 @@ void Platform::init()
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Con::printf("Initializing platform...");
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// Set the platform variable for the scripts
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Con::setVariable( "$platform", "MacOSX" );
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Con::setVariable( "$platform", "macos" );
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Input::init();
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@ -43,10 +43,10 @@ singleton GFXStateBlockData( AL_VectorLightState )
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint; // G-buffer
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mSamplerNames[0] = "deferredBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
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mSamplerNames[1] = "shadowMap";
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samplerStates[2] = SamplerWrapPoint; // Random Direction Map
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samplerStates[3] = SamplerWrapPoint; // gTapRotationTex Random Direction Map
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samplerStates[4] = SamplerClampPoint; // colorBuffer
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samplerStates[5] = SamplerClampPoint; // matInfoBuffer
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cullDefined = true;
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cullMode = GFXCullNone;
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@ -68,9 +68,8 @@ singleton shaderData( AL_VectorLightShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$gTapRotationTex";
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samplerNames[3] = "$lightBuffer";
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samplerNames[4] = "$colorBuffer";
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samplerNames[5] = "$matInfoBuffer";
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samplerNames[3] = "$colorBuffer";
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samplerNames[4] = "$matInfoBuffer";
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pixVersion = 3.0;
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};
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@ -82,7 +81,6 @@ singleton CustomMaterial( AL_VectorLightMaterial )
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sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["lightBuffer"] = "#specularLighting";
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sampler["colorBuffer"] = "#color";
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sampler["matInfoBuffer"] = "#matinfo";
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@ -115,11 +113,11 @@ singleton GFXStateBlockData( AL_ConvexLightState )
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint; // G-buffer
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mSamplerNames[0] = "deferredBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
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mSamplerNames[1] = "shadowMap";
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samplerStates[3] = SamplerClampLinear; // Cookie Map
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samplerStates[4] = SamplerWrapPoint; // Random Direction Map
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samplerStates[2] = SamplerWrapPoint; // gTapRotationTex Random Direction Map
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samplerStates[3] = SamplerClampPoint; // colorBuffer
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samplerStates[4] = SamplerClampPoint; // matInfoBuffer
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samplerStates[5] = SamplerClampLinear; // Cookie Map
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cullDefined = true;
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cullMode = GFXCullCW;
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@ -140,11 +138,10 @@ singleton shaderData( AL_PointLightShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$cookieMap";
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samplerNames[3] = "$gTapRotationTex";
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samplerNames[4] = "$lightBuffer";
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samplerNames[5] = "$colorBuffer";
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samplerNames[6] = "$matInfoBuffer";
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samplerNames[2] = "$gTapRotationTex";
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samplerNames[3] = "$colorBuffer";
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samplerNames[4] = "$matInfoBuffer";
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samplerNames[5] = "$cookieMap";
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pixVersion = 3.0;
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};
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@ -157,7 +154,6 @@ singleton CustomMaterial( AL_PointLightMaterial )
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sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["cookieMap"] = "$dynamiclightmask";
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sampler["lightBuffer"] = "#specularLighting";
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sampler["colorBuffer"] = "#color";
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sampler["matInfoBuffer"] = "#matinfo";
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@ -177,11 +173,10 @@ singleton shaderData( AL_SpotLightShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$cookieMap";
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samplerNames[3] = "$gTapRotationTex";
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samplerNames[4] = "$lightBuffer";
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samplerNames[5] = "$colorBuffer";
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samplerNames[6] = "$matInfoBuffer";
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samplerNames[2] = "$gTapRotationTex";
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samplerNames[3] = "$colorBuffer";
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samplerNames[4] = "$matInfoBuffer";
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samplerNames[5] = "$cookieMap";
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pixVersion = 3.0;
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};
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@ -194,7 +189,6 @@ singleton CustomMaterial( AL_SpotLightMaterial )
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sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["cookieMap"] = "$dynamiclightmask";
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sampler["lightBuffer"] = "#specularLighting";
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sampler["colorBuffer"] = "#color";
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sampler["matInfoBuffer"] = "#matinfo";
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@ -87,7 +87,7 @@ vec3 Tonemap(vec3 x)
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//Linear Tonemap
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else if (g_fTonemapMode == 5.0)
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{
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x = TO_Linear(x);
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x = toLinear(TO_Linear(toGamma(x)));
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}
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return x;
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@ -0,0 +1,30 @@
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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 "core/rendering/shaders/torque.hlsl"
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#include "core/rendering/shaders/postFX/postFx.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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float4 main(PFXVertToPix IN) : TORQUE_TARGET0
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{
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return toGamma(TORQUE_TEX2D(backBuffer, IN.uv0));
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}
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@ -103,23 +103,59 @@ singleton ShaderData( SMAA_Neighbor_H_Shader )
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pixVersion = 3.0;
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};
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singleton GFXStateBlockData( BBtoGamma_StateBlock )
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{
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zDefined = true;
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zEnable = false;
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zWriteEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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};
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singleton ShaderData( BBtoGammaShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./BBtoGamma.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
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OGLPixelShaderFile = "./gl/BBtoGamma.glsl";
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samplerNames[0] = "$backBuffer";
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pixVersion = 3.0;
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};
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singleton PostEffect( SMAAPostFX )
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{
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enabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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renderTime = "PFXBeforeBin";
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renderBin = "EditorBin";
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texture[0] = "$backBuffer";
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texture[1] = "#deferred";
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target = "#edgesPass";
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target = "#BBtoGamma";
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renderPriority = 1;
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targetClear = PFXTargetClear_OnDraw;
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targetClearColor = "0 0 0 0";
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shader = BBtoGammaShader;
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stateBlock = BBtoGamma_StateBlock;
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shader = SMAA_Edge_D_Shader;
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stateBlock = SMAA_Edge_D_StateBlock;
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singleton PostEffect()
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{
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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texture[0] = "#BBtoGamma";
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texture[1] = "#deferred";
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target = "#edgesPass";
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targetClear = PFXTargetClear_OnDraw;
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targetClearColor = "0 0 0 0";
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shader = SMAA_Edge_D_Shader;
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stateBlock = SMAA_Edge_D_StateBlock;
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};
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singleton PostEffect()
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{
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internalName = "Edge Pass";
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@ -141,7 +177,7 @@ singleton PostEffect( SMAAPostFX )
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{
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internalName = "BlendPass";
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texture[0] = "$backBuffer";
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texture[0] = "#BBtoGamma";
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texture[1] = "#blendPass";
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target = "$backBuffer";
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "core/rendering/shaders/shaderModel.hlsl"
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#include "core/rendering/shaders/torque.hlsl"
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#include "SMAA_Params.hlsl"
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@ -38,6 +38,6 @@ struct v_NHBlend
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float4 main( v_NHBlend IN ) : TORQUE_TARGET0
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{
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//return float4(TORQUE_TEX2D(blendTex, IN.uv0));
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return SMAANeighborhoodBlendingPS(IN.uv0, IN.offset, texture_sceneTex, texture_blendTex);
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return toLinear(SMAANeighborhoodBlendingPS(IN.uv0, IN.offset, texture_sceneTex, texture_blendTex));
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}
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@ -0,0 +1,31 @@
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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,
|
||||
// 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 "core/rendering/shaders/gl/torque.glsl"
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#include "core/rendering/shaders/postFX/gl/postFx.glsl"
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uniform sampler2D backBuffer;
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out vec4 OUT_col;
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void main()
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{
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OUT_col= toGamma(texture(backBuffer, uv0));
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}
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "core/rendering/shaders/gl/hlslCompat.glsl"
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#include "core/rendering/shaders/gl/torque.glsl"
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#include "SMAA_Params.glsl"
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#define SMAA_INCLUDE_VS 0
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@ -41,6 +41,6 @@ out vec4 OUT_col;
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void main()
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{
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//OUT_col = vec4(texture(blendTex, uv0.xy));
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OUT_col= SMAANeighborhoodBlendingPS(uv0, offset, sceneTex, blendTex);
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OUT_col= toLinear(SMAANeighborhoodBlendingPS(uv0, offset, sceneTex, blendTex));
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}
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@ -26,7 +26,6 @@
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#include "farFrustumQuad.glsl"
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#include "../../../gl/lighting.glsl"
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#include "../../shadowMap/shadowMapIO_GLSL.h"
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#include "softShadow.glsl"
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#include "../../../gl/torque.glsl"
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#line 31
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@ -35,12 +34,6 @@ in vec4 ssPos;
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in vec4 vsEyeDir;
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in vec4 color;
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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uniform samplerCube cookieMap;
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#endif
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#ifdef SHADOW_CUBE
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@ -106,16 +99,19 @@ uniform samplerCube cookieMap;
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#endif
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uniform sampler2D deferredBuffer;
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#ifdef SHADOW_CUBE
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uniform samplerCube shadowMap;
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#else
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uniform sampler2D shadowMap;
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#endif
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uniform sampler2D lightBuffer;
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//contains gTapRotationTex sampler
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#include "softShadow.glsl"
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uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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uniform samplerCube cookieMap;
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#endif
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uniform vec4 rtParams0;
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@ -24,7 +24,6 @@
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#include "farFrustumQuad.glsl"
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#include "../../shadowMap/shadowMapIO_GLSL.h"
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#include "shadergen:/autogenConditioners.h"
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#include "softShadow.glsl"
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#include "../../../gl/lighting.glsl"
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#include "../../../gl/torque.glsl"
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@ -33,17 +32,16 @@ in vec4 ssPos;
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in vec4 vsEyeDir;
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in vec4 color;
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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uniform sampler2D cookieMap;
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#endif
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uniform sampler2D deferredBuffer;
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uniform sampler2D shadowMap;
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//contains gTapRotationTex sampler
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#include "softShadow.glsl"
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uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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uniform sampler2D cookieMap;
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#endif
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uniform vec4 rtParams0;
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|
||||
|
|
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|
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@ -26,7 +26,6 @@
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#include "../../../gl/torque.glsl"
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#include "../../../gl/lighting.glsl"
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#include "../../shadowMap/shadowMapIO_GLSL.h"
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#include "softShadow.glsl"
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#line 30
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in vec4 hpos;
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in vec2 uv0;
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@ -35,6 +34,8 @@ in vec3 vsEyeRay;
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uniform sampler2D deferredBuffer;
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uniform sampler2D shadowMap;
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//contains gTapRotationTex sampler
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#include "softShadow.glsl"
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uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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||||
|
|
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|||
|
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@ -25,7 +25,6 @@
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#include "farFrustumQuad.hlsl"
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#include "../../lighting.hlsl"
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#include "../shadowMap/shadowMapIO_HLSL.h"
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#include "softShadow.hlsl"
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#include "../../torque.hlsl"
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struct ConvexConnectP
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|
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@ -36,14 +35,6 @@ struct ConvexConnectP
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float4 vsEyeDir : TEXCOORD2;
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};
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||||
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||||
#ifdef USE_COOKIE_TEX
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||||
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/// The texture for cookie rendering.
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TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3);
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#endif
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||||
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#ifdef SHADOW_CUBE
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||||
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float3 decodeShadowCoord( float3 shadowCoord )
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@ -107,16 +98,19 @@ TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3);
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#endif
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||||
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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||||
#ifdef SHADOW_CUBE
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TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1);
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#else
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TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
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#endif
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TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
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//contains gTapRotationTex sampler
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#include "softShadow.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4);
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#ifdef USE_COOKIE_TEX
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/// The texture for cookie rendering.
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TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 5);
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#endif
|
||||
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||||
uniform float4 rtParams0;
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||||
uniform float4 lightColor;
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||||
|
|
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|||
|
|
@ -70,7 +70,7 @@ static float2 sNonUniformTaps[NUM_PRE_TAPS] =
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|
||||
/// The texture used to do per-pixel pseudorandom
|
||||
/// rotations of the filter taps.
|
||||
TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 3);
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||||
TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 2);
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||||
|
||||
float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
|
||||
float2 sinCos,
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||||
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|
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|||
|
|
@ -26,7 +26,6 @@
|
|||
#include "farFrustumQuad.hlsl"
|
||||
#include "../../lighting.hlsl"
|
||||
#include "../shadowMap/shadowMapIO_HLSL.h"
|
||||
#include "softShadow.hlsl"
|
||||
#include "../../torque.hlsl"
|
||||
|
||||
struct ConvexConnectP
|
||||
|
|
@ -39,16 +38,15 @@ struct ConvexConnectP
|
|||
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
|
||||
|
||||
//contains gTapRotationTex sampler
|
||||
#include "softShadow.hlsl"
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4);
|
||||
#ifdef USE_COOKIE_TEX
|
||||
|
||||
/// The texture for cookie rendering.
|
||||
TORQUE_UNIFORM_SAMPLER2D(cookieMap, 2);
|
||||
TORQUE_UNIFORM_SAMPLER2D(cookieMap, 5);
|
||||
|
||||
#endif
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6);
|
||||
|
||||
uniform float4 rtParams0;
|
||||
|
||||
uniform float lightBrightness;
|
||||
|
|
|
|||
|
|
@ -27,13 +27,14 @@
|
|||
#include "../../torque.hlsl"
|
||||
#include "../../lighting.hlsl"
|
||||
#include "../shadowMap/shadowMapIO_HLSL.h"
|
||||
#include "softShadow.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1);
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6);
|
||||
//contains gTapRotationTex sampler
|
||||
#include "softShadow.hlsl"
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 3);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 4);
|
||||
|
||||
uniform float lightBrightness;
|
||||
uniform float3 lightDirection;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue