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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
missing empty template glow pass debug tool
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parent
2044b2691e
commit
e0c275b56b
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@ -84,6 +84,26 @@ function AL_DepthVisualize::onEnabled( %this )
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return true;
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}
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new ShaderData( AL_GlowVisualizeShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/dbgGlowVisualizeP.hlsl";
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OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgGlowVisualizeP.glsl";
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samplerNames[0] = "glowBuffer";
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pixVersion = 2.0;
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};
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singleton PostEffect( AL_GlowVisualize )
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{
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shader = AL_GlowVisualizeShader;
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stateBlock = AL_DefaultVisualizeState;
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texture[0] = "#glowbuffer";
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target = "$backBuffer";
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renderPriority = 9999;
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};
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new ShaderData( AL_NormalsVisualizeShader )
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{
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@ -204,6 +224,20 @@ function toggleDepthViz( %enable )
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AL_DepthVisualize.disable();
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}
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/// Toggles the visualization of the AL depth buffer.
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function toggleGlowViz( %enable )
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{
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if ( %enable $= "" )
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{
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$AL_GlowVisualizeVar = AL_GlowVisualize.isEnabled() ? false : true;
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AL_GlowVisualize.toggle();
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}
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else if ( %enable )
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AL_GlowVisualize.enable();
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else if ( !%enable )
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AL_GlowVisualize.disable();
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}
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/// Toggles the visualization of the AL normals buffer.
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function toggleNormalsViz( %enable )
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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,
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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 "shadergen:/autogenConditioners.h"
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#include "../../postfx/postFx.hlsl"
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float4 main( PFXVertToPix IN,
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uniform sampler2D glowBuffer : register(S0) ) : COLOR0
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{
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return tex2D(glowBuffer, IN.uv0);
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}
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@ -0,0 +1,34 @@
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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 "../../../gl/hlslCompat.glsl"
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#include "shadergen:/autogenConditioners.h"
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#include "../../../postFx/gl/postFX.glsl"
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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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OUT_FragColor0 = texture(glowBuffer, uv0);
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}
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