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https://github.com/TorqueGameEngines/Torque3D.git
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MacOS platform support.
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commit
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89 changed files with 1228 additions and 5098 deletions
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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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@ -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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