From 300fb06fd7ab307bd0b7b034cfc676a063d1c4cf Mon Sep 17 00:00:00 2001 From: Areloch Date: Fri, 7 Jul 2017 03:08:37 -0500 Subject: [PATCH 1/5] * Fixed misspelling of dragCoefficient property As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient" This corrects the spelling in all of those locations. @AlexBarys --- .../scripts/datablocks/weapons/grenadefx.cs | 32 +++++++++---------- .../scripts/datablocks/weapons/rocketfx.cs | 8 ++--- 2 files changed, 20 insertions(+), 20 deletions(-) diff --git a/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/grenadefx.cs b/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/grenadefx.cs index 7c1739c72..f9685458d 100644 --- a/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/grenadefx.cs +++ b/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/grenadefx.cs @@ -55,7 +55,7 @@ datablock LightDescription(GrenadeLauncherLightDesc) datablock ParticleData(GrenadeDebrisFireParticle) { textureName = "data/FPSGameplay/art/particles/impact"; - dragCoefficient = 0; + dragCoeffiecient = 0; gravityCoefficient = -1.00366; inheritedVelFactor = 0.0; constantAcceleration = 0.0; @@ -127,7 +127,7 @@ datablock DebrisData(GrenadeDebris) datablock ParticleData(GrenadeSplashMist) { - dragCoefficient = 1.0; + dragCoeffiecient = 1.0; windCoefficient = 2.0; gravityCoefficient = 0.3; inheritedVelFactor = 0.0; @@ -172,7 +172,7 @@ datablock ParticleEmitterData(GrenadeSplashMistEmitter) datablock ParticleData(GrenadeSplashParticle) { - dragCoefficient = 1; + dragCoeffiecient = 1; windCoefficient = 0.9; gravityCoefficient = 0.3; inheritedVelFactor = 0.2; @@ -215,7 +215,7 @@ datablock ParticleEmitterData(GrenadeSplashEmitter) datablock ParticleData(GrenadeSplashRingParticle) { textureName = "data/FPSGameplay/art/particles/wake"; - dragCoefficient = 0.0; + dragCoeffiecient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; lifetimeMS = 2500; @@ -298,7 +298,7 @@ datablock SplashData(GrenadeSplash) datablock ParticleData(GrenadeExpFire) { textureName = "data/FPSGameplay/art/particles/fireball.png"; - dragCoefficient = 0; + dragCoeffiecient = 0; windCoeffiecient = 0.5; gravityCoefficient = -1; inheritedVelFactor = 0; @@ -320,7 +320,7 @@ datablock ParticleData(GrenadeExpFire) times[2] = 0.5; animTexName = "data/FPSGameplay/art/particles/fireball.png"; times[3] = "1"; - dragCoefficient = "1.99902"; + dragCoeffiecient = "1.99902"; sizes[3] = "10"; colors[3] = "0 0 0 0"; }; @@ -341,7 +341,7 @@ datablock ParticleEmitterData(GrenadeExpFireEmitter) datablock ParticleData(GrenadeExpDust) { textureName = "data/FPSGameplay/art/particles/smoke.png"; - dragCoefficient = 0.498534; + dragCoeffiecient = 0.498534; gravityCoefficient = 0; inheritedVelFactor = 1; constantAcceleration = 0.0; @@ -385,7 +385,7 @@ datablock ParticleEmitterData(GrenadeExpDustEmitter) datablock ParticleData(GrenadeExpSpark) { textureName = "data/FPSGameplay/art/particles/Sparkparticle"; - dragCoefficient = 1; + dragCoeffiecient = 1; gravityCoefficient = 0.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; @@ -422,7 +422,7 @@ datablock ParticleEmitterData(GrenadeExpSparkEmitter) datablock ParticleData(GrenadeExpSparks) { textureName = "data/FPSGameplay/art/particles/droplet"; - dragCoefficient = 1; + dragCoeffiecient = 1; gravityCoefficient = 0.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; @@ -462,7 +462,7 @@ datablock ParticleEmitterData(GrenadeExpSparksEmitter) datablock ParticleData(GrenadeExpSmoke) { textureName = "data/FPSGameplay/art/particles/smoke"; - dragCoefficient = 0; + dragCoeffiecient = 0; gravityCoefficient = -0.40293; inheritedVelFactor = 0.0; constantAcceleration = 0.0; @@ -550,7 +550,7 @@ datablock ExplosionData(GrenadeExplosion) datablock ParticleData(GLWaterExpDust) { textureName = "data/FPSGameplay/art/particles/steam"; - dragCoefficient = 1.0; + dragCoeffiecient = 1.0; gravityCoefficient = -0.01; inheritedVelFactor = 0.0; constantAcceleration = 0.0; @@ -590,7 +590,7 @@ datablock ParticleEmitterData(GLWaterExpDustEmitter) datablock ParticleData(GLWaterExpSparks) { textureName = "data/FPSGameplay/art/particles/spark_wet"; - dragCoefficient = 1; + dragCoeffiecient = 1; gravityCoefficient = 0.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; @@ -630,7 +630,7 @@ datablock ParticleEmitterData(GLWaterExpSparkEmitter) datablock ParticleData(GLWaterExpSmoke) { textureName = "data/FPSGameplay/art/particles/smoke"; - dragCoefficient = 0.4; + dragCoeffiecient = 0.4; gravityCoefficient = -0.25; inheritedVelFactor = 0.025; constantAcceleration = -1.1; @@ -669,7 +669,7 @@ datablock ParticleEmitterData(GLWaterExpSmokeEmitter) datablock ParticleData(GLWaterExpBubbles) { textureName = "data/FPSGameplay/art/particles/millsplash01"; - dragCoefficient = 0.0; + dragCoeffiecient = 0.0; gravityCoefficient = -0.05; inheritedVelFactor = 0.0; constantAcceleration = 0.0; @@ -799,7 +799,7 @@ datablock ExplosionData(GrenadeLauncherExplosion) datablock ParticleData(GrenadeTrailWaterParticle) { textureName = "data/FPSGameplay/art/particles/bubble"; - dragCoefficient = 0.0; + dragCoeffiecient = 0.0; gravityCoefficient = 0.1; inheritedVelFactor = 0.0; constantAcceleration = 0.0; @@ -845,7 +845,7 @@ datablock ParticleEmitterData(GrenadeTrailWaterEmitter) datablock ParticleData(GrenadeProjSmokeTrail) { textureName = "data/FPSGameplay/art/particles/smoke"; - dragCoefficient = 0.0; + dragCoeffiecient = 0.0; gravityCoefficient = -0.2; inheritedVelFactor = 0.0; constantAcceleration = 0.0; diff --git a/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/rocketfx.cs b/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/rocketfx.cs index ae8223144..6df928a99 100644 --- a/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/rocketfx.cs +++ b/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/rocketfx.cs @@ -28,7 +28,7 @@ datablock SFXProfile(RocketLauncherExplosionSound) datablock ParticleData(RocketDebrisTrailParticle) { textureName = "data/FPSGameplay/art/particles/impact"; - dragCoefficient = 0; + dragCoeffiecient = 0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1200;//1000; @@ -96,7 +96,7 @@ datablock DebrisData(RocketDebris) datablock ParticleData(RocketSplashMist) { - dragCoefficient = 1.0; + dragCoeffiecient = 1.0; windCoefficient = 2.0; gravityCoefficient = 0.3; inheritedVelFactor = 0.0; @@ -137,7 +137,7 @@ datablock ParticleEmitterData(RocketSplashMistEmitter) datablock ParticleData(RocketSplashParticle) { - dragCoefficient = 1; + dragCoeffiecient = 1; windCoefficient = 0.9; gravityCoefficient = 0.3; inheritedVelFactor = 0.2; @@ -177,7 +177,7 @@ datablock ParticleEmitterData(RocketSplashEmitter) datablock ParticleData(RocketSplashRingParticle) { textureName = "data/FPSGameplay/art/particles/wake"; - dragCoefficient = 0.0; + dragCoeffiecient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; lifetimeMS = 2500; From c50e2925005615df79467973f6f07e964aa5a435 Mon Sep 17 00:00:00 2001 From: Areloch Date: Fri, 7 Jul 2017 03:09:21 -0500 Subject: [PATCH 2/5] * Fixed old names of decal properties Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498 Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size. @AlexBarys --- .../FPSGameplay/scripts/datablocks/managedDecalData.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Templates/Modules/FPSGameplay/scripts/datablocks/managedDecalData.cs b/Templates/Modules/FPSGameplay/scripts/datablocks/managedDecalData.cs index 90f6a534e..5085de339 100644 --- a/Templates/Modules/FPSGameplay/scripts/datablocks/managedDecalData.cs +++ b/Templates/Modules/FPSGameplay/scripts/datablocks/managedDecalData.cs @@ -39,8 +39,8 @@ datablock DecalData(ScorchRXDecal) texRows = "2"; texCols = "2"; clippingAngle = "80"; - screenStartRadius = "200"; - screenEndRadius = "100"; + fadeStartPixelSize = "200"; + fadeEndPixelSize = "100"; }; datablock DecalData(bulletHoleDecal) @@ -51,7 +51,7 @@ datablock DecalData(bulletHoleDecal) randomize = "1"; texRows = "2"; texCols = "2"; - screenStartRadius = "20"; - screenEndRadius = "5"; + fadeStartPixelSize = "20"; + fadeEndPixelSize = "5"; clippingAngle = "180"; }; From bc0680e630af1222221147b3c98a5d353255f8bf Mon Sep 17 00:00:00 2001 From: Areloch Date: Fri, 7 Jul 2017 03:13:43 -0500 Subject: [PATCH 3/5] * Removes Direct3D9 functionality. --- Templates/BaseGame/game/core/lighting/advanced/init.cs | 9 --------- Templates/BaseGame/game/data/defaults.cs | 2 +- 2 files changed, 1 insertion(+), 10 deletions(-) diff --git a/Templates/BaseGame/game/core/lighting/advanced/init.cs b/Templates/BaseGame/game/core/lighting/advanced/init.cs index 6941138c7..db2175278 100644 --- a/Templates/BaseGame/game/core/lighting/advanced/init.cs +++ b/Templates/BaseGame/game/core/lighting/advanced/init.cs @@ -44,15 +44,6 @@ exec( "./deferredShading.cs" ); function onActivateAdvancedLM() { - // Don't allow the offscreen target on OSX. - if ( $platform $= "macos" ) - return; - - // On the Xbox360 we know what will be enabled so don't do any trickery to - // disable MSAA - if ( $platform $= "xenon" ) - return; - // Enable the offscreen target so that AL will work // with MSAA back buffers and for HDR rendering. AL_FormatToken.enable(); diff --git a/Templates/BaseGame/game/data/defaults.cs b/Templates/BaseGame/game/data/defaults.cs index ea7ee6a19..33d7cd8f7 100644 --- a/Templates/BaseGame/game/data/defaults.cs +++ b/Templates/BaseGame/game/data/defaults.cs @@ -25,7 +25,7 @@ $sceneLighting::cacheSize = 20000; $sceneLighting::purgeMethod = "lastCreated"; $sceneLighting::cacheLighting = 1; -$pref::Video::displayDevice = "D3D9"; +$pref::Video::displayDevice = "D3D11"; $pref::Video::disableVerticalSync = 1; $pref::Video::Resolution = "1024 768"; $pref::Video::FullScreen = false; From ebe541924f33ee61b766a76705e73ad14b00cb5e Mon Sep 17 00:00:00 2001 From: Areloch Date: Sat, 8 Jul 2017 02:56:09 -0500 Subject: [PATCH 4/5] * Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy --- .../core/lighting/advanced/deferredShading.cs | 1 + .../game/core/lighting/advanced/shaders.cs | 20 +++---- .../BaseGame/game/core/postFX/GammaPostFX.cs | 5 +- Templates/BaseGame/game/core/postFX/hdr.cs | 4 -- Templates/BaseGame/game/core/renderManager.cs | 3 +- .../core/shaders/VolumetricFog/VFogP.hlsl | 2 +- .../game/core/shaders/gl/particlesP.glsl | 4 +- .../lighting/advanced/deferredShadingP.hlsl | 2 +- .../lighting/advanced/gl/pointLightP.glsl | 4 +- .../lighting/advanced/gl/spotLightP.glsl | 4 +- .../lighting/advanced/gl/vectorLightP.glsl | 4 +- .../advanced/particlePointLightP.hlsl | 4 +- .../lighting/advanced/pointLightP.hlsl | 4 +- .../shaders/lighting/advanced/spotLightP.hlsl | 4 +- .../lighting/advanced/vectorLightP.hlsl | 4 +- .../game/core/shaders/particlesP.hlsl | 6 +- .../shaders/postFX/caustics/causticsP.hlsl | 6 +- .../shaders/postFX/caustics/gl/causticsP.glsl | 6 +- .../shaders/postFX/dof/DOF_DownSample_P.hlsl | 8 +-- .../core/shaders/postFX/dof/DOF_Final_P.hlsl | 4 +- .../shaders/postFX/edgeaa/edgeDetectP.hlsl | 2 +- .../game/core/shaders/postFX/fogP.hlsl | 4 +- .../game/core/shaders/postFX/gammaP.hlsl | 3 - .../game/core/shaders/postFX/gl/fogP.glsl | 2 +- .../game/core/shaders/postFX/gl/gammaP.glsl | 3 - .../shaders/postFX/hdr/finalPassCombineP.hlsl | 9 --- .../postFX/hdr/gl/finalPassCombineP.glsl | 9 --- .../postFX/lightRay/lightRayOccludeP.hlsl | 2 +- .../game/core/shaders/postFX/motionBlurP.hlsl | 2 +- .../core/shaders/postFX/ssao/SSAO_Blur_P.hlsl | 4 +- .../game/core/shaders/postFX/ssao/SSAO_P.hlsl | 10 ++-- .../core/shaders/postFX/underwaterFogP.hlsl | 2 +- .../game/core/shaders/shaderModelAutoGen.hlsl | 4 +- .../core/shaders/water/gl/waterBasicP.glsl | 1 - .../game/core/shaders/water/gl/waterP.glsl | 1 - .../game/core/shaders/water/waterBasicP.hlsl | 1 - .../game/core/shaders/water/waterP.hlsl | 7 +-- .../game/data/ui/scripts/guis/optionsMenu.gui | 59 ------------------- .../game/tools/gui/colorPicker.ed.gui | 25 -------- .../scripts/shaders/dbgDepthVisualizeP.hlsl | 2 +- .../scripts/shaders/dbgNormalVisualizeP.hlsl | 2 +- 41 files changed, 69 insertions(+), 184 deletions(-) diff --git a/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs b/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs index 02603ff22..5dbacd2e3 100644 --- a/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs +++ b/Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs @@ -35,6 +35,7 @@ new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock ) samplerStates[1] = SamplerWrapLinear; samplerStates[2] = SamplerWrapLinear; samplerStates[3] = SamplerWrapLinear; + samplerStates[4] = SamplerWrapLinear; }; new ShaderData( AL_DeferredShader ) diff --git a/Templates/BaseGame/game/core/lighting/advanced/shaders.cs b/Templates/BaseGame/game/core/lighting/advanced/shaders.cs index 3600c5206..a73598d9b 100644 --- a/Templates/BaseGame/game/core/lighting/advanced/shaders.cs +++ b/Templates/BaseGame/game/core/lighting/advanced/shaders.cs @@ -36,7 +36,7 @@ new GFXStateBlockData( AL_VectorLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "prePassBuffer"; + mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) mSamplerNames[1] = "shadowMap"; samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) @@ -66,7 +66,7 @@ new ShaderData( AL_VectorLightShader ) OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/farFrustumQuadV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/vectorLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$ssaoMask"; @@ -83,7 +83,7 @@ new CustomMaterial( AL_VectorLightMaterial ) shader = AL_VectorLightShader; stateBlock = AL_VectorLightState; - sampler["prePassBuffer"] = "#deferred"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["ssaoMask"] = "#ssaoMask"; @@ -114,7 +114,7 @@ new GFXStateBlockData( AL_ConvexLightState ) samplersDefined = true; samplerStates[0] = SamplerClampPoint; // G-buffer - mSamplerNames[0] = "prePassBuffer"; + mSamplerNames[0] = "deferredBuffer"; samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) mSamplerNames[1] = "shadowMap"; samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) @@ -143,7 +143,7 @@ new ShaderData( AL_PointLightShader ) OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; @@ -160,7 +160,7 @@ new CustomMaterial( AL_PointLightMaterial ) shader = AL_PointLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#deferred"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; @@ -182,7 +182,7 @@ new ShaderData( AL_SpotLightShader ) OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/spotLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; samplerNames[1] = "$shadowMap"; samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; @@ -199,7 +199,7 @@ new CustomMaterial( AL_SpotLightMaterial ) shader = AL_SpotLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#deferred"; + sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; @@ -259,7 +259,7 @@ new ShaderData( AL_ParticlePointLightShader ) OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/convexGeometryV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/pointLightP.glsl"; - samplerNames[0] = "$prePassBuffer"; + samplerNames[0] = "$deferredBuffer"; pixVersion = 3.0; }; @@ -269,7 +269,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial ) shader = AL_ParticlePointLightShader; stateBlock = AL_ConvexLightState; - sampler["prePassBuffer"] = "#deferred"; + sampler["deferredBuffer"] = "#deferred"; target = "lightinfo"; pixVersion = 3.0; diff --git a/Templates/BaseGame/game/core/postFX/GammaPostFX.cs b/Templates/BaseGame/game/core/postFX/GammaPostFX.cs index 8562b02b7..293d44714 100644 --- a/Templates/BaseGame/game/core/postFX/GammaPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/GammaPostFX.cs @@ -48,15 +48,14 @@ singleton PostEffect( GammaPostFX ) renderTime = "PFXBeforeBin"; renderBin = "EditorBin"; - renderPriority = 9999; + renderPriority = 9998; shader = GammaShader; stateBlock = GammaStateBlock; texture[0] = "$backBuffer"; texture[1] = $HDRPostFX::colorCorrectionRamp; - - targetFormat = getBestHDRFormat(); + textureSRGB[1] = true; }; function GammaPostFX::preProcess( %this ) diff --git a/Templates/BaseGame/game/core/postFX/hdr.cs b/Templates/BaseGame/game/core/postFX/hdr.cs index b874158eb..837d8e6c8 100644 --- a/Templates/BaseGame/game/core/postFX/hdr.cs +++ b/Templates/BaseGame/game/core/postFX/hdr.cs @@ -273,10 +273,6 @@ function HDRPostFX::preProcess( %this ) function HDRPostFX::onEnabled( %this ) { - // We don't allow hdr on OSX yet. - if ( $platform $= "macos" ) - return false; - // See what HDR format would be best. %format = getBestHDRFormat(); if ( %format $= "" || %format $= "GFXFormatR8G8B8A8" ) diff --git a/Templates/BaseGame/game/core/renderManager.cs b/Templates/BaseGame/game/core/renderManager.cs index f719ad1f0..4a80a45b1 100644 --- a/Templates/BaseGame/game/core/renderManager.cs +++ b/Templates/BaseGame/game/core/renderManager.cs @@ -33,7 +33,8 @@ function initRenderManager() { enabled = "false"; - format = getBestHDRFormat(); + //When hdr is enabled this will be changed to the appropriate format + format = "GFXFormatR8G8B8A8_SRGB"; depthFormat = "GFXFormatD24S8"; aaLevel = 0; // -1 = match backbuffer diff --git a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl index 9fdf5c882..7de14a87d 100644 --- a/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl +++ b/Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl @@ -56,7 +56,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0; uvscreen.y = 1.0 - uvscreen.y; - float obj_test = TORQUE_PREPASS_UNCONDITION(deferredTex, uvscreen).w * preBias; + float obj_test = TORQUE_DEFERRED_UNCONDITION(deferredTex, uvscreen).w * preBias; float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r; float front = TORQUE_TEX2D(frontBuffer, uvscreen).r; diff --git a/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl b/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl index efc3234e0..cf35e5f1b 100644 --- a/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl +++ b/Templates/BaseGame/game/core/shaders/gl/particlesP.glsl @@ -36,7 +36,7 @@ uniform float oneOverFar; uniform sampler2D deferredTex; //uniform vec3 vEye; - uniform vec4 prePassTargetParams; + uniform vec4 deferredTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro @@ -86,7 +86,7 @@ void main() #ifdef SOFTPARTICLES vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w; - tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams); + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); float sceneDepth = deferredUncondition( deferredTex, tc ).w; float depth = IN_pos.w * oneOverFar; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl index 28f8eb563..ebd9ed72b 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/deferredShadingP.hlsl @@ -35,7 +35,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ); float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 ); float specular = saturate(lightBuffer.a); - float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; if (depth>0.9999) return float4(0,0,0,0); diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl index 9bb3cb727..80869de25 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/pointLightP.glsl @@ -103,7 +103,7 @@ uniform samplerCube cookieMap ; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; #ifdef SHADOW_CUBE uniform samplerCube shadowMap; @@ -159,7 +159,7 @@ void main() } // Sample/unpack the normal/z data - vec4 deferredSample = deferredUncondition( prePassBuffer, uvScene ); + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); vec3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl index abff1f809..5fcf1b19c 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/spotLightP.glsl @@ -46,7 +46,7 @@ uniform sampler2D cookieMap; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; uniform sampler2D shadowMap; uniform sampler2D dynamicShadowMap; @@ -101,7 +101,7 @@ void main() } // Sample/unpack the normal/z data - vec4 deferredSample = deferredUncondition( prePassBuffer, uvScene ); + vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene ); vec3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl index 977afd9c0..142e58b10 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -42,7 +42,7 @@ uniform sampler2D ssaoMask ; uniform vec4 rtParams3; #endif -uniform sampler2D prePassBuffer; +uniform sampler2D deferredBuffer; uniform sampler2D lightBuffer; uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; @@ -214,7 +214,7 @@ void main() } // Sample/unpack the normal/z data - vec4 deferredSample = deferredUncondition( prePassBuffer, uv0 ); + vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 ); vec3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl index 9eeb52b94..a0156eb85 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/particlePointLightP.hlsl @@ -34,7 +34,7 @@ struct ConvexConnectP float3 vsEyeDir : TEXCOORD1; }; -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); uniform float4 lightPosition; uniform float4 lightColor; @@ -49,7 +49,7 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 float2 uvScene = getUVFromSSPos(ssPos, rtParams0); // Sample/unpack the normal/z data - float4 deferredSample = TORQUE_PREPASS_UNCONDITION(prePassBuffer, uvScene); + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene); float3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl index e5a2a2d89..317feb0b3 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/pointLightP.hlsl @@ -106,7 +106,7 @@ TORQUE_UNIFORM_SAMPLERCUBE(cookieMap, 3); #endif -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); #ifdef SHADOW_CUBE TORQUE_UNIFORM_SAMPLERCUBE(shadowMap, 1); @@ -161,7 +161,7 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 } // Sample/unpack the normal/z data - float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene ); float3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl index 5520b1a69..196286dc2 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/spotLightP.hlsl @@ -38,7 +38,7 @@ struct ConvexConnectP float4 vsEyeDir : TEXCOORD2; }; -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2); @@ -99,7 +99,7 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0 } // Sample/unpack the normal/z data - float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene ); + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene ); float3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl b/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl index cbea25cb4..c5efde242 100644 --- a/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl +++ b/Templates/BaseGame/game/core/shaders/lighting/advanced/vectorLightP.hlsl @@ -30,7 +30,7 @@ #include "../shadowMap/shadowMapIO_HLSL.h" #include "softShadow.hlsl" -TORQUE_UNIFORM_SAMPLER2D(prePassBuffer, 0); +TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(shadowMap, 1); TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2); @@ -213,7 +213,7 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0 subsurface = float3(0.337255, 0.772549, 0.262745); } // Sample/unpack the normal/z data - float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 ); + float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, IN.uv0 ); float3 normal = deferredSample.rgb; float depth = deferredSample.a; diff --git a/Templates/BaseGame/game/core/shaders/particlesP.hlsl b/Templates/BaseGame/game/core/shaders/particlesP.hlsl index f393bf512..155107d8b 100644 --- a/Templates/BaseGame/game/core/shaders/particlesP.hlsl +++ b/Templates/BaseGame/game/core/shaders/particlesP.hlsl @@ -35,7 +35,7 @@ uniform float oneOverFar; TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1); //uniform float3 vEye; - uniform float4 prePassTargetParams; + uniform float4 deferredTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro @@ -82,9 +82,9 @@ float4 main( Conn IN ) : TORQUE_TARGET0 #ifdef SOFTPARTICLES float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w; - tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams); + tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), deferredTargetParams); - float sceneDepth = TORQUE_PREPASS_UNCONDITION(deferredTex, tc).w; + float sceneDepth = TORQUE_DEFERRED_UNCONDITION(deferredTex, tc).w; float depth = IN.pos.w * oneOverFar; float diff = sceneDepth - depth; #ifdef CLIP_Z diff --git a/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl index c45376e22..8c8abd480 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/caustics/causticsP.hlsl @@ -40,10 +40,10 @@ float distanceToPlane(float4 plane, float3 pos) float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { //Sample the pre-pass - float4 prePass = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ); + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ); //Get depth - float depth = prePass.w; + float depth = deferred.w; if(depth > 0.9999) return float4(0,0,0,0); @@ -71,7 +71,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 //Use normal Z to modulate caustics //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); - caustics *= saturate(prePass.z) * pow(abs(1-depth), 64) * waterDepth; + caustics *= saturate(deferred.z) * pow(abs(1-depth), 64) * waterDepth; return caustics; } diff --git a/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl b/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl index 5d62185dd..d002fd7e1 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl +++ b/Templates/BaseGame/game/core/shaders/postFX/caustics/gl/causticsP.glsl @@ -44,10 +44,10 @@ float distanceToPlane(vec4 plane, vec3 pos) void main() { //Sample the pre-pass - vec4 prePass = deferredUncondition( deferredTex, IN_uv0 ); + vec4 deferred = deferredUncondition( deferredTex, IN_uv0 ); //Get depth - float depth = prePass.w; + float depth = deferred.w; if(depth > 0.9999) { OUT_col = vec4(0,0,0,0); @@ -81,7 +81,7 @@ void main() //Use normal Z to modulate caustics //float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1); - caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth; + caustics *= saturate(deferred.z) * pow(1-depth, 64) * waterDepth; OUT_col = caustics; } diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl index 8c9028654..907c3d122 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_DownSample_P.hlsl @@ -88,10 +88,10 @@ half4 main( Pixel IN ) : TORQUE_TARGET0 [unroll] // coc[i] causes this anyway for (int i = 0; i < 4; i++) { - depth[0] = TORQUE_PREPASS_UNCONDITION(depthSampler, (IN.tcDepth0.xy + rowOfs[i])).w; - depth[1] = TORQUE_PREPASS_UNCONDITION(depthSampler, (IN.tcDepth1.xy + rowOfs[i])).w; - depth[2] = TORQUE_PREPASS_UNCONDITION(depthSampler, (IN.tcDepth2.xy + rowOfs[i])).w; - depth[3] = TORQUE_PREPASS_UNCONDITION(depthSampler, (IN.tcDepth3.xy + rowOfs[i])).w; + depth[0] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth0.xy + rowOfs[i])).w; + depth[1] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth1.xy + rowOfs[i])).w; + depth[2] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth2.xy + rowOfs[i])).w; + depth[3] = TORQUE_DEFERRED_UNCONDITION(depthSampler, (IN.tcDepth3.xy + rowOfs[i])).w; coc = max(coc, clamp(dofEqWorld4X * half4(depth)+dofEqWorld4Y, zero4, maxWorldCoC4)); } diff --git a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl index cb7342d40..9a7cb3d5e 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/dof/DOF_Final_P.hlsl @@ -71,7 +71,7 @@ half4 InterpolateDof( half3 small, half3 med, half3 large, half t ) // d0, the small to medium blur over distance d1, and the medium to // large blur over distance d2, where d0 + d1 + d2 = 1. //float4 dofLerpScale = float4( -1 / d0, -1 / d1, -1 / d2, 1 / d2 ); - //float4 dofLerpBias = float4( 1, (1 – d2) / d1, 1 / d2, (d2 – 1) / d2 ); + //float4 dofLerpBias = float4( 1, (1 � d2) / d1, 1 / d2, (d2 � 1) / d2 ); weights = half4(saturate( t * dofLerpScale + dofLerpBias )); weights.yz = min( weights.yz, 1 - weights.xy ); @@ -115,7 +115,7 @@ half4 main( PFXVertToPix IN ) : TORQUE_TARGET0 //med.rgb = large; //nearCoc = 0; - depth = half(TORQUE_PREPASS_UNCONDITION( depthSampler, IN.uv3 ).w); + depth = half(TORQUE_DEFERRED_UNCONDITION( depthSampler, IN.uv3 ).w); //return half4(depth.rrr,1); //return half4(nearCoc.rrr,1.0); diff --git a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl index d9988341c..c8bfb2153 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/edgeaa/edgeDetectP.hlsl @@ -50,7 +50,7 @@ float GetEdgeWeight(float2 uv0, in float2 targetSize) for(int i = 0; i < 9; i++) { float2 uv = uv0 + offsets[i] * PixelSize; - float4 gbSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, uv ); + float4 gbSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uv ); Depth[i] = gbSample.a; Normal[i] = gbSample.rgb; } diff --git a/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl index 437d8c396..9f3500f67 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/fogP.hlsl @@ -34,7 +34,7 @@ uniform float4 rtParams0; float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { //float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); float factor = computeSceneFog( eyePosWorld, @@ -43,5 +43,5 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 fogData.y, fogData.z ); - return hdrEncode( float4( toLinear(fogColor.rgb), 1.0 - saturate( factor ) ) ); + return hdrEncode( float4( fogColor.rgb, 1.0 - saturate( factor ) ) ); } \ No newline at end of file diff --git a/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl index 21b86fe4e..1e13d068b 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/gammaP.hlsl @@ -40,9 +40,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 color.g = TORQUE_TEX1D( colorCorrectionTex, color.g ).g; color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b; - // Apply gamma correction - color.rgb = pow( saturate(color.rgb), OneOverGamma ); - // Apply contrast color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f; diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl index 9dbc435fe..c2fe32fe4 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl +++ b/Templates/BaseGame/game/core/shaders/postFX/gl/fogP.glsl @@ -48,5 +48,5 @@ void main() fogData.y, fogData.z ); - OUT_col = hdrEncode( vec4( toLinear(fogColor.rgb), 1.0 - saturate( factor ) ) ); + OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) ); } \ No newline at end of file diff --git a/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl b/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl index a170bf39f..04533e494 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl +++ b/Templates/BaseGame/game/core/shaders/postFX/gl/gammaP.glsl @@ -44,9 +44,6 @@ void main() color.g = texture( colorCorrectionTex, color.g ).g; color.b = texture( colorCorrectionTex, color.b ).b; - // Apply gamma correction - color.rgb = pow( clamp(color.rgb, vec3(0.0),vec3(1.0)), vec3(OneOverGamma) ); - // Apply contrast color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f; diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl index f87616a6e..07f7276c3 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/hdr/finalPassCombineP.hlsl @@ -87,15 +87,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r; sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g; sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b; - - // Apply gamma correction - sample.rgb = pow( saturate(sample.rgb), g_fOneOverGamma ); - - // Apply contrast - sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f; - - // Apply brightness - sample.rgb += Brightness; return sample; } diff --git a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl index 8437cb04b..4b173d4d3 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl +++ b/Templates/BaseGame/game/core/shaders/postFX/hdr/gl/finalPassCombineP.glsl @@ -93,14 +93,5 @@ void main() _sample.g = texture( colorCorrectionTex, _sample.g ).g; _sample.b = texture( colorCorrectionTex, _sample.b ).b; - // Apply gamma correction - _sample.rgb = pow( _sample.rgb, vec3(g_fOneOverGamma) ); - - // Apply contrast - _sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f; - - // Apply brightness - _sample.rgb += Brightness; - OUT_col = _sample; } diff --git a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl index 1a0e4222f..5db6ecb5b 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/lightRay/lightRayOccludeP.hlsl @@ -36,7 +36,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float4 col = float4( 0, 0, 0, 1 ); // Get the depth at this pixel. - float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; // If the depth is equal to 1.0, read from the backbuffer // and perform the exposure calculation on the result. diff --git a/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl index 50839fe1e..90b8f6f25 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/motionBlurP.hlsl @@ -37,7 +37,7 @@ float4 main(PFXVertToPix IN) : TORQUE_TARGET0 float samples = 5; // First get the deferred texture for uv channel 0 - float4 deferred = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ); + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ); // Next extract the depth float depth = deferred.a; diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_P.hlsl index 0a49622cf..a47261397 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_P.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_Blur_P.hlsl @@ -49,7 +49,7 @@ uniform float blurNormalTol; void sample( float2 uv, float weight, float4 centerTap, inout int usedCount, inout float occlusion, inout float total ) { //return; - float4 tap = TORQUE_PREPASS_UNCONDITION( deferredMap, uv ); + float4 tap = TORQUE_DEFERRED_UNCONDITION( deferredMap, uv ); if ( abs( tap.a - centerTap.a ) < blurDepthTol ) { @@ -65,7 +65,7 @@ void sample( float2 uv, float weight, float4 centerTap, inout int usedCount, ino float4 main( VertToPix IN ) : TORQUE_TARGET0 { //float4 centerTap; - float4 centerTap = TORQUE_PREPASS_UNCONDITION( deferredMap, IN.uv0.zw ); + float4 centerTap = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0.zw ); //return centerTap; diff --git a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl index 66aa3e8d3..67365e846 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/ssao/SSAO_P.hlsl @@ -143,7 +143,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 float3 reflectNormal = normalize( TORQUE_TEX2DLOD( randNormalTex, noiseMapUV ).xyz * 2.0 - 1.0 ); //return float4( reflectNormal, 1 ); - float4 deferred = TORQUE_PREPASS_UNCONDITION( deferredMap, IN.uv0 ); + float4 deferred = TORQUE_DEFERRED_UNCONDITION( deferredMap, IN.uv0 ); float3 normal = deferred.xyz; float depth = deferred.a; //return float4( ( depth ).xxx, 1 ); @@ -183,7 +183,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 //if ( radiusDepth.x < 1.0 / targetSize.x ) // return color; //radiusDepth.xyz = 0.0009; - + [unroll] for ( i = 0; i < sSampleCount; i++ ) { baseRay = reflect( ptSphere[i], reflectNormal ); @@ -197,7 +197,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 se = ep + ray; - occluderFragment = TORQUE_PREPASS_UNCONDITION( deferredMap, se.xy ); + occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; @@ -232,7 +232,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 //if ( radiusDepth.x < 1.0 / targetSize.x ) // return color; //radiusDepth.xyz = 0.0009; - + [unroll] for ( i = sSampleCount; i < totalSampleCount; i++ ) { baseRay = reflect( ptSphere[i], reflectNormal ); @@ -246,7 +246,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 se = ep + ray; - occluderFragment = TORQUE_PREPASS_UNCONDITION( deferredMap, se.xy ); + occluderFragment = TORQUE_DEFERRED_UNCONDITION( deferredMap, se.xy ); depthDiff = se.z - occluderFragment.a; diff --git a/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl b/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl index b7d126f54..aab43c45c 100644 --- a/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl +++ b/Templates/BaseGame/game/core/shaders/postFX/underwaterFogP.hlsl @@ -55,7 +55,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { //float2 deferredCoord = IN.uv0; //IN.uv0 = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy; - float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; //return float4( depth.rrr, 1 ); // Skip fogging the extreme far plane so that diff --git a/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl b/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl index 33531cbf6..d70847e46 100644 --- a/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl +++ b/Templates/BaseGame/game/core/shaders/shaderModelAutoGen.hlsl @@ -27,9 +27,9 @@ // Portability helpers for autogenConditioners #if (TORQUE_SM >= 10 && TORQUE_SM <=30) - #define TORQUE_PREPASS_UNCONDITION(tex, coords) deferredUncondition(tex, coords) + #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, coords) #elif TORQUE_SM >= 40 - #define TORQUE_PREPASS_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords) + #define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords) #endif #endif //_TORQUE_SHADERMODEL_AUTOGEN_ diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl index 9ece76b72..91bdb4137 100644 --- a/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl +++ b/Templates/BaseGame/game/core/shaders/water/gl/waterBasicP.glsl @@ -120,7 +120,6 @@ void main() { // Modulate baseColor by the ambientColor. vec4 waterBaseColor = baseColor * vec4( ambientColor.rgb, 1 ); - waterBaseColor = toLinear(waterBaseColor); // Get the bumpNorm... vec3 bumpNorm = ( texture( bumpMap, IN_rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; diff --git a/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl b/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl index 512eebda9..d4804245a 100644 --- a/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl +++ b/Templates/BaseGame/game/core/shaders/water/gl/waterP.glsl @@ -324,7 +324,6 @@ void main() // Calculate the water "base" color based on depth. vec4 waterBaseColor = baseColor * texture( depthGradMap, saturate( delta / depthGradMax ) ); - waterBaseColor = toLinear(waterBaseColor); // Modulate baseColor by the ambientColor. waterBaseColor *= vec4( ambientColor.rgb, 1 ); diff --git a/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl b/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl index f34a4e551..9cacfdf7a 100644 --- a/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl +++ b/Templates/BaseGame/game/core/shaders/water/waterBasicP.hlsl @@ -117,7 +117,6 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 { // Modulate baseColor by the ambientColor. float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 ); - waterBaseColor = toLinear(waterBaseColor); // Get the bumpNorm... float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x; diff --git a/Templates/BaseGame/game/core/shaders/water/waterP.hlsl b/Templates/BaseGame/game/core/shaders/water/waterP.hlsl index 25820d403..59bdad05d 100644 --- a/Templates/BaseGame/game/core/shaders/water/waterP.hlsl +++ b/Templates/BaseGame/game/core/shaders/water/waterP.hlsl @@ -155,7 +155,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 float2 deferredCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 ); - float startDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; + float startDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; // The water depth in world units of the undistorted pixel. float startDelta = ( startDepth - pixelDepth ); @@ -180,7 +180,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); // Get deferred depth at the position of this distorted pixel. - float deferredDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; + float deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; if ( deferredDepth > 0.99 ) deferredDepth = 5.0; @@ -212,7 +212,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 deferredCoord = viewportCoordToRenderTarget( distortPos, rtParams1 ); // Get deferred depth at the position of this distorted pixel. - deferredDepth = TORQUE_PREPASS_UNCONDITION( deferredTex, deferredCoord ).w; + deferredDepth = TORQUE_DEFERRED_UNCONDITION( deferredTex, deferredCoord ).w; if ( deferredDepth > 0.99 ) deferredDepth = 5.0; delta = ( deferredDepth - pixelDepth ) * farPlaneDist; @@ -311,7 +311,6 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0 // Calculate the water "base" color based on depth. float4 waterBaseColor = baseColor * TORQUE_TEX1D( depthGradMap, saturate( delta / depthGradMax ) ); - waterBaseColor = toLinear(waterBaseColor); // Modulate baseColor by the ambientColor. waterBaseColor *= float4( ambientColor.rgb, 1 ); diff --git a/Templates/BaseGame/game/data/ui/scripts/guis/optionsMenu.gui b/Templates/BaseGame/game/data/ui/scripts/guis/optionsMenu.gui index 860850cb3..8da22f833 100644 --- a/Templates/BaseGame/game/data/ui/scripts/guis/optionsMenu.gui +++ b/Templates/BaseGame/game/data/ui/scripts/guis/optionsMenu.gui @@ -865,65 +865,6 @@ canSaveDynamicFields = "0"; }; }; - new GuiControl() { - position = "0 160"; - extent = "450 20"; - minExtent = "8 2"; - horizSizing = "right"; - vertSizing = "bottom"; - profile = "GuiDefaultProfile"; - visible = "1"; - active = "1"; - tooltipProfile = "GuiToolTipProfile"; - hovertime = "1000"; - isContainer = "1"; - canSave = "1"; - canSaveDynamicFields = "0"; - - new GuiTextCtrl() { - text = "Gamma"; - maxLength = "1024"; - margin = "0 0 0 0"; - padding = "0 0 0 0"; - anchorTop = "1"; - anchorBottom = "0"; - anchorLeft = "1"; - anchorRight = "0"; - position = "0 0"; - extent = "175 20"; - minExtent = "8 2"; - horizSizing = "right"; - vertSizing = "bottom"; - profile = "GuiMenuTextProfile"; - visible = "1"; - active = "1"; - tooltipProfile = "GuiToolTipProfile"; - hovertime = "1000"; - isContainer = "1"; - canSave = "1"; - canSaveDynamicFields = "0"; - }; - new GuiSliderCtrl() { - range = "2 2.5"; - ticks = "0"; - snap = "0"; - value = "2"; - position = "190 0"; - extent = "261 20"; - minExtent = "8 2"; - horizSizing = "right"; - vertSizing = "bottom"; - profile = "GuiSliderProfile"; - visible = "1"; - active = "1"; - variable = "$pref::Video::Gamma"; - tooltipProfile = "GuiToolTipProfile"; - hovertime = "1000"; - isContainer = "0"; - canSave = "1"; - canSaveDynamicFields = "0"; - }; - }; new GuiControl() { position = "0 180"; extent = "450 20"; diff --git a/Templates/BaseGame/game/tools/gui/colorPicker.ed.gui b/Templates/BaseGame/game/tools/gui/colorPicker.ed.gui index d8f15e76b..c203ca52e 100644 --- a/Templates/BaseGame/game/tools/gui/colorPicker.ed.gui +++ b/Templates/BaseGame/game/tools/gui/colorPicker.ed.gui @@ -718,22 +718,6 @@ canSave = "1"; canSaveDynamicFields = "0"; }; - new GuiCheckBoxCtrl() { - text = "use sRGB"; - groupNum = "-1"; - buttonType = "ToggleButton"; - useMouseEvents = "0"; - position = "360 105"; - extent = "66 16"; - minExtent = "8 2"; - horizSizing = "right"; - vertSizing = "bottom"; - profile = "GuiCheckBoxProfile"; - visible = "1"; - active = "1"; - variable = "$displayAsSRGB"; - command = "useSRGBctrl($displayAsSRGB);"; - }; }; }; //--- OBJECT WRITE END --- @@ -743,15 +727,6 @@ $ColorPickerCancelCallback = ""; $ColorPickerUpdateCallback = ""; $ColorCallbackType = 1; // ColorI -function useSRGBctrl(%colorScale) -{ -ColorPickerDlg.useSRGB = %colorScale; -ColorRangeSelect.useSRGB = %colorScale; -ColorBlendSelect.useSRGB = %colorScale; -myColor.useSRGB = %colorScale; -oldColor.useSRGB = %colorScale; -} - // This function pushes the color picker dialog and returns to a callback the selected value function GetColorI( %currentColor, %callback, %root, %updateCallback, %cancelCallback ) { diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl index e554c4445..83547571a 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgDepthVisualizeP.hlsl @@ -28,6 +28,6 @@ TORQUE_UNIFORM_SAMPLER1D(depthViz, 1); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w; + float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w; return float4( TORQUE_TEX1D( depthViz, depth ).rgb, 1.0 ); } diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl index b4443514c..913745bb5 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/shaders/dbgNormalVisualizeP.hlsl @@ -27,6 +27,6 @@ TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0); float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { - float3 normal = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).xyz; + float3 normal = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).xyz; return float4( ( normal + 1.0 ) * 0.5, 1.0 ); } \ No newline at end of file From 2c1183f5c1bc3d6abacd5bf62c66df2af287b6f0 Mon Sep 17 00:00:00 2001 From: Areloch Date: Sat, 8 Jul 2017 02:56:50 -0500 Subject: [PATCH 5/5] * Intel GL Fix --- Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl | 2 -- 1 file changed, 2 deletions(-) diff --git a/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl b/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl index c8fe73620..b9a6e76d7 100644 --- a/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl +++ b/Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl @@ -94,8 +94,6 @@ mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3, #define tMul(a, b) (a*b) -#define inversesqrt( n ) inversesqrt( n ) - #define correctSSP(vec) vec.y *= -1 #ifdef TORQUE_PIXEL_SHADER