mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 08:34:40 +00:00
MacOS platform support.
This commit is contained in:
parent
57dfeb829a
commit
dd64004eaf
89 changed files with 1228 additions and 5098 deletions
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@ -1,26 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>torqueDemo</string>
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<key>CFBundleIdentifier</key>
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<string>com.garagegames.${EXECUTABLE_NAME}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleSignature</key>
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<string>GG3d</string>
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<key>CFBundleVersion</key>
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<string>1.0</string>
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<key>NSMainNibFile</key>
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<string>mainMenu</string>
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<key>NSPrincipalClass</key>
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<string>macApplication</string>
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</dict>
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</plist>
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1
Templates/Empty/game/shaders/.gitignore
vendored
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1
Templates/Empty/game/shaders/.gitignore
vendored
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@ -0,0 +1 @@
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/procedural/
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@ -31,8 +31,6 @@ in vec4 mieColor;
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#define IN_mieColor mieColor
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in vec3 v3Direction;
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#define IN_v3Direction v3Direction
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in float zPosition;
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#define IN_zPosition zPosition
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in vec3 pos;
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#define IN_pos pos
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@ -65,12 +63,6 @@ void main()
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float fac = dot( normalize( pos ), sunDir );
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fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
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OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
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// Clip based on the camera-relative
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// z position of the vertex, passed through
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// from the vertex position.
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if(zPosition < 0.0)
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discard;
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OUT_col.a = 1;
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@ -47,8 +47,6 @@ out vec4 mieColor;
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#define OUT_mieColor mieColor
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out vec3 v3Direction;
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#define OUT_v3Direction v3Direction
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out float zPosition;
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#define OUT_zPosition zPosition
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out vec3 pos;
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#define OUT_pos pos
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@ -47,8 +47,8 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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colorBuffer *= (1.0 - colorBuffer.a);
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}
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colorBuffer *= float4(lightBuffer.rgb, 1.0);
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colorBuffer += float4(specular, specular, specular, 1.0);
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colorBuffer *= float4(lightBuffer.rgb, 1.0);
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return hdrEncode( float4(colorBuffer.rgb, 1.0) );
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}
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@ -21,13 +21,13 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D colorBufferTex;
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out vec4 OUT_FragColor0;
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void main()
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{
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OUT_FragColor0 = vec4(texture( colorBufferTex, uv0 ).rgb, 1.0);
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{
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OUT_FragColor0 = vec4(texture( colorBufferTex, uv0 ).rgb, 1.0);
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}
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@ -33,4 +33,4 @@ void main()
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{
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float depth = prepassUncondition( prepassTex, uv0 ).w;
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OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
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}
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}
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@ -21,14 +21,13 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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#include "../../../postFx/gl/postFX.glsl"
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in vec2 uv0;
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uniform sampler2D glowBuffer;
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out vec4 OUT_FragColor0;
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void main()
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{
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{
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OUT_FragColor0 = texture(glowBuffer, uv0);
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}
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@ -21,7 +21,6 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D lightPrePassTex;
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@ -29,7 +28,7 @@ uniform sampler2D lightPrePassTex;
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out vec4 OUT_col;
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void main()
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{
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{
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vec4 lightColor = texture( lightPrePassTex, uv0 );
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OUT_col = vec4( lightColor.rgb, 1.0 );
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}
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OUT_col = vec4( lightColor.rgb, 1.0 );
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}
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@ -21,7 +21,6 @@
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D lightPrePassTex;
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@ -29,7 +28,7 @@ uniform sampler2D lightPrePassTex;
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out vec4 OUT_col;
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void main()
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{
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{
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float specular = texture( lightPrePassTex, uv0 ).a;
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OUT_col = vec4( specular, specular, specular, 1.0 );
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}
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}
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@ -20,14 +20,14 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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in vec2 uv0;
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uniform sampler2D matinfoTex;
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out vec4 OUT_FragColor0;
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void main()
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{
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{
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float specular = texture( matinfoTex, uv0 ).a;
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OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
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}
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@ -52,8 +52,8 @@ void main()
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colorBuffer *= (1.0 - colorBuffer.a);
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}
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colorBuffer *= vec4(lightBuffer.rgb, 1.0);
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colorBuffer += vec4(specular, specular, specular, 1.0);
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colorBuffer *= vec4(lightBuffer.rgb, 1.0);
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OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
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}
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@ -147,6 +147,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
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vec3 normal = prepassSample.rgb;
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@ -258,6 +269,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -89,6 +89,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
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vec3 normal = prepassSample.rgb;
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@ -195,6 +206,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -202,6 +202,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uv0 );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uv0 );
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vec3 normal = prepassSample.rgb;
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@ -312,6 +323,5 @@ void main()
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lightColorOut = debugColor;
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#endif
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vec4 colorSample = texture( colorBuffer, uv0 );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -149,6 +149,16 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
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@ -263,6 +273,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -87,6 +87,17 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
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float3 normal = prepassSample.rgb;
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@ -194,6 +205,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -202,6 +202,16 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
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return float4(1.0, 1.0, 1.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 );
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float3 normal = prepassSample.rgb;
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@ -314,6 +324,5 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
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lightColorOut = debugColor;
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#endif
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float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -43,5 +43,5 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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fogData.y,
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fogData.z );
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return hdrEncode( float4( fogColor.rgb, 1.0 - saturate( factor ) ) );
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return hdrEncode( float4( toLinear(fogColor.rgb), 1.0 - saturate( factor ) ) );
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}
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@ -48,5 +48,5 @@ void main()
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fogData.y,
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fogData.z );
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OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
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OUT_col = hdrEncode( vec4( toLinear(fogColor.rgb), 1.0 - saturate( factor ) ) );
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}
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