mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-31 01:55:15 +00:00
Clean GLSL fragment shader out.
This commit is contained in:
parent
87f34e3c4f
commit
ed0febea39
135 changed files with 451 additions and 239 deletions
|
|
@ -75,7 +75,7 @@ void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const M
|
|||
}
|
||||
|
||||
WRITESTR(avar("//Fragment shader OUT\r\n"));
|
||||
//WRITESTR(avar("out vec4 OUT_col;\r\n", i)); // @todo OUT_col defined on hlslCompat.glsl
|
||||
WRITESTR(avar("out vec4 OUT_col;\r\n"));
|
||||
for( U32 i = 1; i < 4; i++ )
|
||||
{
|
||||
if( numMRTs & 1 << i )
|
||||
|
|
|
|||
|
|
@ -24,9 +24,9 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a);
|
||||
OUT_col = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a);
|
||||
}
|
||||
|
|
@ -22,9 +22,9 @@
|
|||
|
||||
in vec4 color;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = color;
|
||||
OUT_col = color;
|
||||
}
|
||||
|
|
@ -24,9 +24,9 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord) * color;
|
||||
OUT_col = texture(diffuseMap, texCoord) * color;
|
||||
}
|
||||
|
|
@ -23,9 +23,9 @@
|
|||
uniform sampler2D diffuseMap;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord);
|
||||
OUT_col = texture(diffuseMap, texCoord);
|
||||
}
|
||||
|
|
@ -30,8 +30,10 @@ in vec2 texCoord;
|
|||
|
||||
uniform sampler2D diffuseMap ;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture( diffuseMap, IN_texCoord );
|
||||
OUT_FragColor0 = hdrEncode( col );
|
||||
OUT_col = hdrEncode( col );
|
||||
}
|
||||
|
|
@ -28,10 +28,12 @@ uniform sampler2D diffuseMap;
|
|||
|
||||
in vec2 texc0, texc1, texc2, texc3;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texc0) * kernel.x;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc1) * kernel.y;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc2) * kernel.z;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc3) * kernel.w;
|
||||
OUT_col = texture(diffuseMap, texc0) * kernel.x;
|
||||
OUT_col += texture(diffuseMap, texc1) * kernel.y;
|
||||
OUT_col += texture(diffuseMap, texc2) * kernel.z;
|
||||
OUT_col += texture(diffuseMap, texc3) * kernel.w;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -47,6 +47,8 @@ uniform float cloudCoverage;
|
|||
uniform vec3 cloudBaseColor;
|
||||
uniform float cloudExposure;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Globals
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -141,5 +143,5 @@ void main()
|
|||
|
||||
cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
|
||||
|
||||
OUT_FragColor0 = cResultColor;
|
||||
OUT_col = cResultColor;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,12 +29,14 @@ uniform vec4 groundAlpha;
|
|||
in vec4 color, groundAlphaCoeff;
|
||||
in vec2 outTexCoord, alphaLookup;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
vec4 alpha = texture(alphaMap, alphaLookup);
|
||||
OUT_FragColor0 = color * texture(diffuseMap, outTexCoord);
|
||||
OUT_FragColor0.a = OUT_FragColor0.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x;
|
||||
OUT_col = color * texture(diffuseMap, outTexCoord);
|
||||
OUT_col.a = OUT_col.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -100,7 +100,4 @@ mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3,
|
|||
|
||||
#ifdef TORQUE_PIXEL_SHADER
|
||||
void clip(float a) { if(a < 0) discard;}
|
||||
|
||||
out vec4 OUT_col;
|
||||
#define OUT_FragColor0 OUT_col
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -38,6 +38,7 @@ uniform sampler2D edgeSource;
|
|||
uniform vec4 edgeTargetParams;
|
||||
#endif
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -57,5 +58,5 @@ void main()
|
|||
#endif
|
||||
|
||||
// Sample offscreen target and return
|
||||
OUT_FragColor0 = texture( colorSource, uvScene.xy );
|
||||
OUT_col = texture( colorSource, uvScene.xy );
|
||||
}
|
||||
|
|
@ -78,6 +78,8 @@ vec4 lmSample( vec3 nrm )
|
|||
uniform float alphaFactor;
|
||||
uniform float alphaScale;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float softBlend = 1;
|
||||
|
|
@ -100,12 +102,12 @@ void main()
|
|||
|
||||
vec4 diffuse = texture( diffuseMap, IN_uv0 );
|
||||
|
||||
//OUT_FragColor0 = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
|
||||
//OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
|
||||
|
||||
// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
|
||||
vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
|
||||
|
||||
OUT_FragColor0 = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
|
||||
OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
|
||||
IN_color.a * diffuse.a * softBlend * alphaScale ) );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ uniform vec4 shadeColor;
|
|||
in vec2 TEX0;
|
||||
in vec4 TEX1;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Fade edges of axis for texcoord passed in
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -64,5 +66,5 @@ void main()
|
|||
vec4 diffuseColor = texture( diffuseMap, TEX0 );
|
||||
vec4 reflectColor = textureProj( refractMap, texIndex );
|
||||
|
||||
OUT_FragColor0 = diffuseColor + reflectColor * diffuseColor.a;
|
||||
OUT_col = diffuseColor + reflectColor * diffuseColor.a;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ uniform vec4 shadeColor;
|
|||
in vec2 TEX0;
|
||||
in vec4 TEX1;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -37,5 +39,5 @@ void main()
|
|||
vec4 diffuseColor = texture( diffuseMap, TEX0 );
|
||||
vec4 reflectColor = textureProj( refractMap, TEX1 );
|
||||
|
||||
OUT_FragColor0 = diffuseColor + reflectColor * diffuseColor.a;
|
||||
OUT_col = diffuseColor + reflectColor * diffuseColor.a;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,10 +28,12 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord) * color;
|
||||
OUT_col = texture(diffuseMap, texCoord) * color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ in vec2 texCoord;
|
|||
in vec4 color;
|
||||
in float fade;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
uniform sampler2D inputTex;
|
||||
uniform vec4 ambient;
|
||||
|
|
@ -33,5 +33,5 @@ uniform vec4 ambient;
|
|||
void main()
|
||||
{
|
||||
float shadow = texture( inputTex, texCoord ).a * color.a;
|
||||
OUT_FragColor0 = ( ambient * shadow ) + ( 1 - shadow );
|
||||
OUT_col = ( ambient * shadow ) + ( 1 - shadow );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -43,6 +43,8 @@ uniform float useCubemap;
|
|||
uniform vec3 lightDir;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
|
@ -62,7 +64,7 @@ void main()
|
|||
|
||||
float fac = dot( normalize( pos ), sunDir );
|
||||
fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
|
||||
OUT_FragColor0 = mix( color, nightSkyColor, nightInterpAndExposure.y );
|
||||
OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
|
||||
|
||||
// Clip based on the camera-relative
|
||||
// z position of the vertex, passed through
|
||||
|
|
@ -70,6 +72,6 @@ void main()
|
|||
if(zPosition < 0.0)
|
||||
discard;
|
||||
|
||||
OUT_FragColor0.a = 1;
|
||||
OUT_FragColor0 = hdrEncode( OUT_FragColor0 );
|
||||
OUT_col.a = 1;
|
||||
OUT_col = hdrEncode( OUT_col );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -267,6 +267,6 @@ void fizzle(vec2 vpos, float visibility)
|
|||
/// @param condition This should be a bvec[2-4]. If any items is false, condition is considered to fail.
|
||||
/// @param color The color that should be outputted if the condition fails.
|
||||
/// @note This macro will only work in the void main() method of a pixel shader.
|
||||
#define assert(condition, color) { if(!any(condition)) { OUT_FragColor0 = color; return; } }
|
||||
#define assert(condition, color) { if(!any(condition)) { OUT_col = color; return; } }
|
||||
|
||||
#endif // _TORQUE_GLSL_
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ in vec4 outLightVec;
|
|||
in vec3 outPos;
|
||||
in vec3 outEyePos;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texOffset;
|
||||
|
|
@ -45,11 +47,11 @@ void main()
|
|||
vec4 bumpNorm = texture(bumpMap, texOffset) * 2.0 - 1.0;
|
||||
vec4 diffuse = texture(diffMap, texOffset);
|
||||
|
||||
OUT_FragColor0 = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
|
||||
OUT_col = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
|
||||
|
||||
vec3 eyeVec = normalize(outEyePos - outPos);
|
||||
vec3 halfAng = normalize(eyeVec + outLightVec.xyz);
|
||||
float specular = clamp(dot(bumpNorm.xyz, halfAng), 0.0, 1.0) * outLightVec.w;
|
||||
specular = pow(specular, specularPower);
|
||||
OUT_FragColor0 += specularColor * specular;
|
||||
OUT_col += specularColor * specular;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,8 +27,10 @@ in vec2 uv0;
|
|||
uniform sampler2D prepassBuffer;
|
||||
uniform sampler1D depthViz;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = prepassUncondition( prepassBuffer, uv0 ).w;
|
||||
OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1.0 );
|
||||
OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
|
||||
}
|
||||
|
|
@ -26,10 +26,12 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D lightInfoBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightcolor;
|
||||
float nl_Att, specular;
|
||||
lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
|
||||
OUT_FragColor0 = vec4( lightcolor, 1.0 );
|
||||
OUT_col = vec4( lightcolor, 1.0 );
|
||||
}
|
||||
|
|
@ -26,10 +26,12 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D lightInfoBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightcolor;
|
||||
float nl_Att, specular;
|
||||
lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
|
||||
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
|
||||
OUT_col = vec4( specular, specular, specular, 1.0 );
|
||||
}
|
||||
|
|
@ -26,8 +26,10 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D prepassBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = prepassUncondition( prepassBuffer, uv0 ).xyz;
|
||||
OUT_FragColor0 = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
|
||||
OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
|
||||
}
|
||||
|
|
@ -25,8 +25,10 @@ in vec2 uv0;
|
|||
uniform sampler2D shadowMap;
|
||||
uniform sampler1D depthViz;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = saturate( texture( shadowMap, uv0 ).r );
|
||||
OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1 );
|
||||
OUT_col = vec4( texture( depthViz, depth ).rgb, 1 );
|
||||
}
|
||||
|
|
@ -122,6 +122,7 @@ uniform mat3 viewToLightProj;
|
|||
uniform vec4 lightParams;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -229,5 +230,5 @@ void main()
|
|||
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
|
||||
}
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -63,6 +63,8 @@ uniform mat4 viewToLightProj;
|
|||
uniform vec4 lightParams;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute scene UV
|
||||
|
|
@ -162,5 +164,5 @@ void main()
|
|||
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
|
||||
}
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -62,6 +62,8 @@ uniform vec4 farPlaneScalePSSM;
|
|||
uniform vec4 overDarkPSSM;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Sample/unpack the normal/z data
|
||||
|
|
@ -227,6 +229,6 @@ void main()
|
|||
lightColorOut = debugColor;
|
||||
#endif
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -31,16 +31,16 @@ uniform vec2 oneOverTargetSize;
|
|||
const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
|
||||
const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 OUT = texture( diffuseMap, uv ) * weight[0];
|
||||
OUT_col = texture( diffuseMap, uv ) * weight[0];
|
||||
|
||||
for ( int i=1; i < 3; i++ )
|
||||
{
|
||||
vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
|
||||
OUT += texture( diffuseMap, uv + _sample ) * weight[i];
|
||||
OUT += texture( diffuseMap, uv - _sample ) * weight[i];
|
||||
OUT_col += texture( diffuseMap, uv + _sample ) * weight[i];
|
||||
OUT_col += texture( diffuseMap, uv - _sample ) * weight[i];
|
||||
}
|
||||
|
||||
OUT_FragColor0 = OUT;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ uniform vec2 blurDimension;
|
|||
|
||||
in vec2 tex0;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Preshader
|
||||
|
|
@ -43,5 +45,5 @@ void main()
|
|||
accum += texture(diffuseMap0, BaseTexCoord + float(i) * SampleOffset);
|
||||
}
|
||||
accum /= blurSamples;
|
||||
OUT_FragColor0 = accum;
|
||||
OUT_col = accum;
|
||||
}
|
||||
|
|
@ -34,6 +34,8 @@ uniform sampler2D causticsTex0;
|
|||
uniform sampler2D causticsTex1;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
float distanceToPlane(vec4 plane, vec3 pos)
|
||||
{
|
||||
return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
|
||||
|
|
@ -48,7 +50,7 @@ void main()
|
|||
float depth = prePass.w;
|
||||
if(depth > 0.9999)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
OUT_col = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -59,7 +61,7 @@ void main()
|
|||
float waterDepth = -distanceToPlane(waterFogPlane, pos);
|
||||
if(waterDepth < 0)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
OUT_col = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
waterDepth = saturate(waterDepth);
|
||||
|
|
@ -81,5 +83,5 @@ void main()
|
|||
//float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
|
||||
caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
|
||||
|
||||
OUT_FragColor0 = caustics;
|
||||
OUT_col = caustics;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,7 +25,9 @@
|
|||
|
||||
// These are set by the game engine.
|
||||
uniform sampler2D shrunkSampler; // Output of DofDownsample()
|
||||
uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
|
||||
uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
// This is the pixel shader function that calculates the actual
|
||||
// value used for the near circle of confusion.
|
||||
|
|
@ -46,8 +48,8 @@ void main()
|
|||
coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a;
|
||||
|
||||
|
||||
//OUT_FragColor0 = vec4( coc.rrr, 1.0 );
|
||||
//OUT_FragColor0 = vec4( color, 1.0 );
|
||||
OUT_FragColor0 = vec4( color, coc );
|
||||
//OUT_FragColor0 = vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
//OUT_col = vec4( coc.rrr, 1.0 );
|
||||
//OUT_col = vec4( color, 1.0 );
|
||||
OUT_col = vec4( color, coc );
|
||||
//OUT_col = vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
}
|
||||
|
|
@ -47,6 +47,8 @@ in vec2 tcDepth2;
|
|||
in vec2 tcDepth3;
|
||||
#define IN_tcDepth3 tcDepth3
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
//return vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
|
|
@ -131,8 +133,8 @@ void main()
|
|||
|
||||
maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) );
|
||||
|
||||
//OUT_FragColor0 = half4( 1.0, 0.0, 1.0, 1.0 );
|
||||
OUT_FragColor0 = half4( color, maxCoc );
|
||||
//OUT_FragColor0 = half4( color, 1.0f );
|
||||
//OUT_FragColor0 = half4( maxCoc.rrr, 1.0 );
|
||||
//OUT_col = half4( 1.0, 0.0, 1.0, 1.0 );
|
||||
OUT_col = half4( color, maxCoc );
|
||||
//OUT_col = half4( color, 1.0f );
|
||||
//OUT_col = half4( maxCoc.rrr, 1.0 );
|
||||
}
|
||||
|
|
@ -41,6 +41,8 @@ uniform float maxFarCoC;
|
|||
//static vec4 dofLerpBias = vec4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 );
|
||||
//static vec3 dofEqFar = vec3( 2.0, 0.0, 1.0 );
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
vec4 tex2Doffset( sampler2D s, vec2 tc, vec2 offset )
|
||||
{
|
||||
return texture( s, tc + offset * oneOverTargetSize );
|
||||
|
|
@ -141,5 +143,5 @@ void main()
|
|||
//return half4(nearCoc.rrr,1);
|
||||
|
||||
//return half4( 1,0,1,0 );
|
||||
OUT_FragColor0 = InterpolateDof( small, med.rgb, large, coc );
|
||||
OUT_col = InterpolateDof( small, med.rgb, large, coc );
|
||||
}
|
||||
|
|
@ -42,7 +42,7 @@ in vec2 uv6;
|
|||
in vec2 uv7;
|
||||
#define IN_uv7 uv7
|
||||
|
||||
#define OUT OUT_FragColor0
|
||||
out vec4 OUT_col;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
|
@ -50,19 +50,19 @@ void main()
|
|||
{
|
||||
vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5 / 1.3; //25f;
|
||||
|
||||
OUT = vec4(0);
|
||||
OUT += texture( diffuseMap, IN_uv0 ) * kernel.x;
|
||||
OUT += texture( diffuseMap, IN_uv1 ) * kernel.y;
|
||||
OUT += texture( diffuseMap, IN_uv2 ) * kernel.z;
|
||||
OUT += texture( diffuseMap, IN_uv3 ) * kernel.w;
|
||||
OUT_col = vec4(0);
|
||||
OUT_col += texture( diffuseMap, IN_uv0 ) * kernel.x;
|
||||
OUT_col += texture( diffuseMap, IN_uv1 ) * kernel.y;
|
||||
OUT_col += texture( diffuseMap, IN_uv2 ) * kernel.z;
|
||||
OUT_col += texture( diffuseMap, IN_uv3 ) * kernel.w;
|
||||
|
||||
OUT += texture( diffuseMap, IN_uv4 ) * kernel.x;
|
||||
OUT += texture( diffuseMap, IN_uv5 ) * kernel.y;
|
||||
OUT += texture( diffuseMap, IN_uv6 ) * kernel.z;
|
||||
OUT += texture( diffuseMap, IN_uv7 ) * kernel.w;
|
||||
OUT_col += texture( diffuseMap, IN_uv4 ) * kernel.x;
|
||||
OUT_col += texture( diffuseMap, IN_uv5 ) * kernel.y;
|
||||
OUT_col += texture( diffuseMap, IN_uv6 ) * kernel.z;
|
||||
OUT_col += texture( diffuseMap, IN_uv7 ) * kernel.w;
|
||||
|
||||
// Calculate a lumenance value in the alpha so we
|
||||
// can use alpha test to save fillrate.
|
||||
//vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
|
||||
//OUT.a = dot( OUT.rgb, rgb2lum );
|
||||
//OUT_col.a = dot( OUT_col.rgb, rgb2lum );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,6 +32,8 @@ uniform sampler2D colorSampler; // Output of DofNearCoc()
|
|||
in vec4 texCoords;
|
||||
#define IN_texCoords texCoords
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
|
@ -40,5 +42,5 @@ void main()
|
|||
color += texture( colorSampler, IN_texCoords.yz );
|
||||
color += texture( colorSampler, IN_texCoords.xw );
|
||||
color += texture( colorSampler, IN_texCoords.yw );
|
||||
OUT_FragColor0 = color / 4.0;
|
||||
OUT_col = color / 4.0;
|
||||
}
|
||||
|
|
@ -28,7 +28,9 @@ in vec2 uv0;
|
|||
|
||||
uniform sampler2D edgeBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = vec4( texture( edgeBuffer, IN_uv0 ).rrr, 1.0 );
|
||||
OUT_col = vec4( texture( edgeBuffer, IN_uv0 ).rrr, 1.0 );
|
||||
}
|
||||
|
|
@ -28,6 +28,8 @@ uniform sampler2D edgeBuffer;
|
|||
uniform sampler2D backBuffer;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pixelSize = 1.0 / targetSize;
|
||||
|
|
@ -64,5 +66,5 @@ void main()
|
|||
}
|
||||
accumColor /= 9.0;
|
||||
|
||||
OUT_FragColor0 = accumColor;
|
||||
OUT_col = accumColor;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -88,7 +88,9 @@ in vec2 uv0;
|
|||
uniform sampler2D prepassBuffer;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = vec4( GetEdgeWeight(IN_uv0, prepassBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw);
|
||||
OUT_col = vec4( GetEdgeWeight(IN_uv0, prepassBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,9 +34,11 @@ uniform vec2 oneOverTargetSize;
|
|||
in vec4 hpos;
|
||||
in vec2 uv0;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = FxaaPixelShader(
|
||||
OUT_col = FxaaPixelShader(
|
||||
|
||||
uv0, // vertex position
|
||||
|
||||
|
|
|
|||
|
|
@ -32,6 +32,8 @@ uniform float distCoeff;
|
|||
uniform float cubeDistort;
|
||||
uniform vec3 colorDistort;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex = IN_uv0;
|
||||
|
|
@ -56,5 +58,5 @@ void main()
|
|||
outColor[i] = tex2Dlod( backBuffer, vec4(x,y,0,0) )[i];
|
||||
}
|
||||
|
||||
OUT_FragColor0 = vec4( outColor.rgb, 1 );
|
||||
OUT_col = vec4( outColor.rgb, 1 );
|
||||
}
|
||||
|
|
@ -28,10 +28,12 @@ uniform float damageFlash;
|
|||
uniform float whiteOut;
|
||||
uniform sampler2D backBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color1 = texture(backBuffer, IN_uv0);
|
||||
vec4 color2 = color1 * MUL_COLOR;
|
||||
vec4 damage = mix(color1,color2,damageFlash);
|
||||
OUT_FragColor0 = mix(damage,WHITE_COLOR,whiteOut);
|
||||
OUT_col = mix(damage,WHITE_COLOR,whiteOut);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,6 +34,8 @@ uniform vec4 rtParams0;
|
|||
in vec2 uv0;
|
||||
in vec3 wsEyeRay;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
//vec2 prepassCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
|
|
@ -46,5 +48,5 @@ void main()
|
|||
fogData.y,
|
||||
fogData.z );
|
||||
|
||||
OUT_FragColor0 = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
|
||||
OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
|
||||
}
|
||||
|
|
@ -31,6 +31,8 @@ uniform float OneOverGamma;
|
|||
|
||||
in vec2 uv0;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(backBuffer, uv0.xy);
|
||||
|
|
@ -43,5 +45,5 @@ void main()
|
|||
// Apply gamma correction
|
||||
color.rgb = pow( abs(color.rgb), vec3(OneOverGamma) );
|
||||
|
||||
OUT_FragColor0 = color;
|
||||
OUT_col = color;
|
||||
}
|
||||
|
|
@ -34,25 +34,26 @@ in vec2 uv5; //TEXCOORD5;
|
|||
in vec2 uv6; //TEXCOORD6;
|
||||
in vec2 uv7; //TEXCOORD7;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f;
|
||||
|
||||
vec4 OUT_col = vec4(0);
|
||||
OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
|
||||
OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
|
||||
OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
|
||||
OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
|
||||
|
||||
vec4 OUT = vec4(0);
|
||||
OUT += texture( diffuseMap, uv0 ) * kernel.x;
|
||||
OUT += texture( diffuseMap, uv1 ) * kernel.y;
|
||||
OUT += texture( diffuseMap, uv2 ) * kernel.z;
|
||||
OUT += texture( diffuseMap, uv3 ) * kernel.w;
|
||||
|
||||
OUT += texture( diffuseMap, uv4 ) * kernel.x;
|
||||
OUT += texture( diffuseMap, uv5 ) * kernel.y;
|
||||
OUT += texture( diffuseMap, uv6 ) * kernel.z;
|
||||
OUT += texture( diffuseMap, uv7 ) * kernel.w;
|
||||
OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
|
||||
OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
|
||||
OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
|
||||
OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
|
||||
|
||||
// Calculate a lumenance value in the alpha so we
|
||||
// can use alpha test to save fillrate.
|
||||
vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
|
||||
OUT.a = dot( OUT.rgb, rgb2lum );
|
||||
|
||||
OUT_FragColor0 = OUT;
|
||||
OUT_col.a = dot( OUT_col.rgb, rgb2lum );
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -37,6 +37,8 @@ uniform float velocityMultiplier;
|
|||
uniform sampler2D backBuffer;
|
||||
uniform sampler2D prepassTex;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 IN_uv0 = _IN_uv0;
|
||||
|
|
@ -72,5 +74,5 @@ void main()
|
|||
color += currentColor;
|
||||
}
|
||||
|
||||
OUT_FragColor0 = color / samples;
|
||||
OUT_col = color / samples;
|
||||
}
|
||||
|
|
@ -25,7 +25,9 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D inputTex ;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture( inputTex, uv0 );
|
||||
OUT_col = texture( inputTex, uv0 );
|
||||
}
|
||||
|
|
@ -34,6 +34,8 @@ in vec2 uv0;
|
|||
|
||||
#define IN_uv0 uv0
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float speed = 2.0;
|
||||
|
|
@ -46,5 +48,5 @@ void main()
|
|||
y = clamp(y, targetViewport.y, targetViewport.w);
|
||||
x = clamp(x, targetViewport.x, targetViewport.z);
|
||||
|
||||
OUT_FragColor0 = texture (inputTex, vec2(x, y));
|
||||
OUT_col = texture (inputTex, vec2(x, y));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -51,6 +51,8 @@ uniform vec2 nearFar;
|
|||
uniform vec4 rtParams0;
|
||||
uniform float waterDepthGradMax;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
//vec2 prepassCoord = IN_uv0;
|
||||
|
|
@ -134,5 +136,5 @@ void main()
|
|||
|
||||
vec3 outColor = mix( inColor, fogColor.rgb, fogAmt );
|
||||
|
||||
OUT_FragColor0 = vec4( hdrEncode( outColor ), 1 );
|
||||
OUT_col = vec4( hdrEncode( outColor ), 1 );
|
||||
}
|
||||
|
|
@ -30,6 +30,8 @@ uniform float gaussMultiplier;
|
|||
uniform float gaussMean;
|
||||
uniform float gaussStdDev;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
#define PI 3.141592654
|
||||
|
||||
float computeGaussianValue( float x, float mean, float std_deviation )
|
||||
|
|
@ -66,5 +68,5 @@ void main()
|
|||
color += (texture( inputTex, IN_uv0 + vec2( offset, 0.0f ) ) * weight );
|
||||
}
|
||||
|
||||
OUT_FragColor0 = vec4( color.rgb, 1.0f );
|
||||
OUT_col = vec4( color.rgb, 1.0f );
|
||||
}
|
||||
|
|
@ -30,6 +30,8 @@ uniform float gaussMultiplier;
|
|||
uniform float gaussMean;
|
||||
uniform float gaussStdDev;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
#define D3DX_PI 3.141592654
|
||||
|
||||
float computeGaussianValue( float x, float mean, float std_deviation )
|
||||
|
|
@ -65,5 +67,5 @@ void main()
|
|||
color += (texture( inputTex, IN_uv0 + vec2( 0.0f, offset ) ) * weight );
|
||||
}
|
||||
|
||||
OUT_FragColor0 = vec4( color.rgb, 1.0f );
|
||||
OUT_col = vec4( color.rgb, 1.0f );
|
||||
}
|
||||
|
|
@ -33,6 +33,8 @@ uniform float g_fMiddleGray;
|
|||
|
||||
const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
|
||||
const vec2 gTapOffsets[4] = vec2[]
|
||||
(
|
||||
|
|
@ -59,5 +61,5 @@ void main()
|
|||
average = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
|
||||
|
||||
// Write the colour to the bright-pass render target
|
||||
OUT_FragColor0 = hdrEncode( average );
|
||||
OUT_col = hdrEncode( average );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,6 +30,8 @@ uniform sampler2D lastAdaptedLum;
|
|||
uniform float adaptRate;
|
||||
uniform float deltaTime;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float fAdaptedLum = texture( lastAdaptedLum, vec2(0.5f, 0.5f) ).r;
|
||||
|
|
@ -42,5 +44,5 @@ void main()
|
|||
float diff = fCurrentLum - fAdaptedLum;
|
||||
float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) );
|
||||
|
||||
OUT_FragColor0 = vec4( fNewAdaptation, 0.0, 0.0, 1.0f );
|
||||
OUT_col = vec4( fNewAdaptation, 0.0, 0.0, 1.0f );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,6 +30,8 @@ in vec4 texCoords[8];
|
|||
|
||||
uniform sampler2D inputTex;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -44,5 +46,5 @@ void main()
|
|||
_sample += texture( inputTex, IN_texCoords[i].zw );
|
||||
}
|
||||
|
||||
OUT_FragColor0 = _sample / 16;
|
||||
OUT_col = _sample / 16;
|
||||
}
|
||||
|
|
@ -43,6 +43,8 @@ uniform float g_fBloomScale;
|
|||
|
||||
uniform float g_fOneOverGamma;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -92,5 +94,5 @@ void main()
|
|||
// Apply gamma correction
|
||||
_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
|
||||
|
||||
OUT_FragColor0 = _sample;
|
||||
OUT_col = _sample;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@
|
|||
uniform sampler2D inputTex;
|
||||
uniform float brightPassThreshold;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 _sample = hdrDecode( texture( inputTex, IN_uv0 ) );
|
||||
|
|
@ -36,5 +38,5 @@ void main()
|
|||
float lum = hdrLuminance( _sample.rgb );
|
||||
|
||||
// Write the colour to the bright-pass render target
|
||||
OUT_FragColor0 = ( vec4( lum.rrr, 1 ) );
|
||||
OUT_col = ( vec4( lum.rrr, 1 ) );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ uniform vec2 texSize0;
|
|||
|
||||
uniform float g_fMinLuminace;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
const vec2 gTapOffsets[9] = vec2[]
|
||||
(
|
||||
vec2( -1.0, -1.0 ), vec2( 0.0, -1.0 ), vec2( 1.0, -1.0 ),
|
||||
|
|
@ -56,5 +58,5 @@ void main()
|
|||
|
||||
average = exp( average / 9.0 );
|
||||
|
||||
OUT_FragColor0 = vec4( average, 0.0, 0.0, 1.0 );
|
||||
OUT_col = vec4( average, 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@
|
|||
uniform sampler2D inputTex;
|
||||
uniform vec2 oneOverTargetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
const vec2 gTapOffsets[16] = vec2[]
|
||||
(
|
||||
|
|
@ -47,5 +48,5 @@ void main()
|
|||
average += lum;
|
||||
}
|
||||
|
||||
OUT_FragColor0 = vec4( average / 16.0, 0.0, 0.0, 1.0 );
|
||||
OUT_col = vec4( average / 16.0, 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ uniform float brightScalar;
|
|||
|
||||
const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -50,5 +51,5 @@ void main()
|
|||
col *= brightScalar;
|
||||
}
|
||||
|
||||
OUT_FragColor0 = col;
|
||||
OUT_col = col;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,6 +36,8 @@ uniform float weight;
|
|||
uniform float decay;
|
||||
uniform float exposure;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texCoord = vec4( IN_uv0.xy, 0, 0 );
|
||||
|
|
@ -55,7 +57,7 @@ void main()
|
|||
|
||||
if ( samples <= 0 )
|
||||
{
|
||||
OUT_FragColor0 = bbCol;
|
||||
OUT_col = bbCol;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -88,5 +90,5 @@ void main()
|
|||
//return bbCol * decay;
|
||||
|
||||
// Output final color with a further scale control factor.
|
||||
OUT_FragColor0 = saturate( amount ) * vec4( color * exposure, 1 ) + bbCol;
|
||||
OUT_col = saturate( amount ) * vec4( color * exposure, 1 ) + bbCol;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,6 +34,8 @@ uniform sampler2D edgesMap;
|
|||
uniform sampler2D edgesMapL;
|
||||
uniform sampler2D areaMap;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
#include "./functions.glsl"
|
||||
|
||||
|
||||
|
|
@ -77,5 +79,5 @@ void main()
|
|||
areas.ba = Area(abs(d), e1, e2);
|
||||
}
|
||||
|
||||
OUT_FragColor0 = areas;
|
||||
OUT_col = areas;
|
||||
}
|
||||
|
|
@ -39,6 +39,8 @@ uniform float depthThreshold;
|
|||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Luma calculation requires gamma-corrected colors (texture 'colorMapG').
|
||||
|
|
@ -70,5 +72,5 @@ void main()
|
|||
if (dot(edges, vec4(1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
OUT_FragColor0 = edges;
|
||||
OUT_col = edges;
|
||||
}
|
||||
|
|
@ -40,6 +40,7 @@ uniform sampler2D areaMap;
|
|||
uniform sampler2D edgesMapL;
|
||||
#include "./functions.glsl"
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -83,5 +84,5 @@ void main()
|
|||
#endif
|
||||
|
||||
// Normalize the resulting color and we are finished!
|
||||
OUT_FragColor0 = color / sum;
|
||||
OUT_col = color / sum;
|
||||
}
|
||||
|
|
@ -46,6 +46,7 @@ uniform sampler2D prepassMap ;
|
|||
uniform float blurDepthTol;
|
||||
uniform float blurNormalTol;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout float occlusion, inout float total )
|
||||
{
|
||||
|
|
@ -96,7 +97,7 @@ void main()
|
|||
//occlusion /= (float)usedCount / 8.0;
|
||||
occlusion /= total;
|
||||
|
||||
OUT_FragColor0 = vec4( vec3(occlusion), 1 );
|
||||
OUT_col = vec4( vec3(occlusion), 1 );
|
||||
|
||||
|
||||
//return vec4( 0,0,0,occlusion );
|
||||
|
|
|
|||
|
|
@ -57,6 +57,8 @@ uniform float lDepthPow;
|
|||
uniform float lNormalTol;
|
||||
uniform float lNormalPow;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
|
||||
#ifndef QUALITY
|
||||
#define QUALITY 2
|
||||
|
|
@ -152,7 +154,7 @@ void main()
|
|||
// Early out if too far away.
|
||||
if ( depth > 0.99999999 )
|
||||
{
|
||||
OUT_FragColor0 = vec4( 0,0,0,0 );
|
||||
OUT_col = vec4( 0,0,0,0 );
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -270,7 +272,7 @@ void main()
|
|||
// seems backwards, but it makes it simple to deal with the SSAO
|
||||
// being disabled in the lighting shaders.
|
||||
|
||||
OUT_FragColor0 = vec4(occlusion, vec3(0.0));
|
||||
OUT_col = vec4(occlusion, vec3(0.0));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -25,8 +25,10 @@
|
|||
in vec2 uv0;
|
||||
#define IN_uv0 uv0
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float power = pow( max( IN_uv0.x, 0 ), 0.1 );
|
||||
OUT_FragColor0 = vec4( power, 0, 0, 1 );
|
||||
OUT_col = vec4( power, 0, 0, 1 );
|
||||
}
|
||||
|
|
@ -33,6 +33,8 @@ uniform sampler2D textureMap;
|
|||
uniform float texId;
|
||||
uniform float layerSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 layerSample = round(texture( layerTex, IN_layerCoord ) * 255.0);
|
||||
|
|
@ -42,5 +44,5 @@ void main()
|
|||
if(blend - 0.0001 < 0.0)
|
||||
discard;
|
||||
|
||||
OUT_FragColor0 = vec4( texture( textureMap, IN_texCoord ).rgb, blend );
|
||||
OUT_col = vec4( texture( textureMap, IN_texCoord ).rgb, blend );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -111,6 +111,8 @@ uniform vec4 rippleMagnitude;
|
|||
uniform vec4 specularParams;
|
||||
uniform mat4 modelMat;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -136,7 +138,7 @@ void main()
|
|||
distortPos.xy += bumpNorm.xy * distortAmt;
|
||||
|
||||
#ifdef UNDERWATER
|
||||
OUT_FragColor0 = hdrEncode( textureProj( refractBuff, distortPos ) );
|
||||
OUT_col = hdrEncode( textureProj( refractBuff, distortPos ) );
|
||||
#else
|
||||
|
||||
vec3 eyeVec = IN_objPos.xyz - eyePos;
|
||||
|
|
@ -208,7 +210,7 @@ void main()
|
|||
|
||||
#endif
|
||||
|
||||
OUT_FragColor0 = OUT;
|
||||
OUT_col = OUT;
|
||||
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -145,6 +145,8 @@ uniform vec4 sunColor;
|
|||
uniform float sunBrightness;
|
||||
uniform float reflectivity;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -390,5 +392,5 @@ void main()
|
|||
|
||||
//return OUT;
|
||||
|
||||
OUT_FragColor0 = hdrEncode( OUT );
|
||||
OUT_col = hdrEncode( OUT );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,9 +24,9 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a);
|
||||
OUT_col = vec4(color.rgb, color.a * texture(diffuseMap, texCoord).a);
|
||||
}
|
||||
|
|
@ -22,9 +22,9 @@
|
|||
|
||||
in vec4 color;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = color;
|
||||
OUT_col = color;
|
||||
}
|
||||
|
|
@ -24,9 +24,9 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord) * color;
|
||||
OUT_col = texture(diffuseMap, texCoord) * color;
|
||||
}
|
||||
|
|
@ -23,9 +23,9 @@
|
|||
uniform sampler2D diffuseMap;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord);
|
||||
OUT_col = texture(diffuseMap, texCoord);
|
||||
}
|
||||
|
|
@ -30,8 +30,10 @@ in vec2 texCoord;
|
|||
|
||||
uniform sampler2D diffuseMap ;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture( diffuseMap, IN_texCoord );
|
||||
OUT_FragColor0 = hdrEncode( col );
|
||||
OUT_col = hdrEncode( col );
|
||||
}
|
||||
|
|
@ -28,10 +28,12 @@ uniform sampler2D diffuseMap;
|
|||
|
||||
in vec2 texc0, texc1, texc2, texc3;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texc0) * kernel.x;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc1) * kernel.y;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc2) * kernel.z;
|
||||
OUT_FragColor0 += texture(diffuseMap, texc3) * kernel.w;
|
||||
OUT_col = texture(diffuseMap, texc0) * kernel.x;
|
||||
OUT_col += texture(diffuseMap, texc1) * kernel.y;
|
||||
OUT_col += texture(diffuseMap, texc2) * kernel.z;
|
||||
OUT_col += texture(diffuseMap, texc3) * kernel.w;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -47,6 +47,8 @@ uniform float cloudCoverage;
|
|||
uniform vec3 cloudBaseColor;
|
||||
uniform float cloudExposure;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Globals
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -141,5 +143,5 @@ void main()
|
|||
|
||||
cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
|
||||
|
||||
OUT_FragColor0 = cResultColor;
|
||||
OUT_col = cResultColor;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,12 +29,14 @@ uniform vec4 groundAlpha;
|
|||
in vec4 color, groundAlphaCoeff;
|
||||
in vec2 outTexCoord, alphaLookup;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
vec4 alpha = texture(alphaMap, alphaLookup);
|
||||
OUT_FragColor0 = color * texture(diffuseMap, outTexCoord);
|
||||
OUT_FragColor0.a = OUT_FragColor0.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x;
|
||||
OUT_col = color * texture(diffuseMap, outTexCoord);
|
||||
OUT_col.a = OUT_col.a * min(alpha, groundAlpha + groundAlphaCoeff.x).x;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -100,7 +100,4 @@ mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3,
|
|||
|
||||
#ifdef TORQUE_PIXEL_SHADER
|
||||
void clip(float a) { if(a < 0) discard;}
|
||||
|
||||
out vec4 OUT_col;
|
||||
#define OUT_FragColor0 OUT_col
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -38,6 +38,7 @@ uniform sampler2D edgeSource;
|
|||
uniform vec4 edgeTargetParams;
|
||||
#endif
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -57,5 +58,5 @@ void main()
|
|||
#endif
|
||||
|
||||
// Sample offscreen target and return
|
||||
OUT_FragColor0 = texture( colorSource, uvScene.xy );
|
||||
OUT_col = texture( colorSource, uvScene.xy );
|
||||
}
|
||||
|
|
@ -78,6 +78,8 @@ vec4 lmSample( vec3 nrm )
|
|||
uniform float alphaFactor;
|
||||
uniform float alphaScale;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float softBlend = 1;
|
||||
|
|
@ -100,12 +102,12 @@ void main()
|
|||
|
||||
vec4 diffuse = texture( diffuseMap, IN_uv0 );
|
||||
|
||||
//OUT_FragColor0 = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
|
||||
//OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
|
||||
|
||||
// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
|
||||
vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
|
||||
|
||||
OUT_FragColor0 = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
|
||||
OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
|
||||
IN_color.a * diffuse.a * softBlend * alphaScale ) );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ uniform vec4 shadeColor;
|
|||
in vec2 TEX0;
|
||||
in vec4 TEX1;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Fade edges of axis for texcoord passed in
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -64,5 +66,5 @@ void main()
|
|||
vec4 diffuseColor = texture( diffuseMap, TEX0 );
|
||||
vec4 reflectColor = textureProj( refractMap, texIndex );
|
||||
|
||||
OUT_FragColor0 = diffuseColor + reflectColor * diffuseColor.a;
|
||||
OUT_col = diffuseColor + reflectColor * diffuseColor.a;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ uniform vec4 shadeColor;
|
|||
in vec2 TEX0;
|
||||
in vec4 TEX1;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -37,5 +39,5 @@ void main()
|
|||
vec4 diffuseColor = texture( diffuseMap, TEX0 );
|
||||
vec4 reflectColor = textureProj( refractMap, TEX1 );
|
||||
|
||||
OUT_FragColor0 = diffuseColor + reflectColor * diffuseColor.a;
|
||||
OUT_col = diffuseColor + reflectColor * diffuseColor.a;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,10 +28,12 @@ uniform sampler2D diffuseMap;
|
|||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
OUT_FragColor0 = texture(diffuseMap, texCoord) * color;
|
||||
OUT_col = texture(diffuseMap, texCoord) * color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ in vec2 texCoord;
|
|||
in vec4 color;
|
||||
in float fade;
|
||||
|
||||
out vec4 OUT_FragColor0;
|
||||
out vec4 OUT_col;
|
||||
|
||||
uniform sampler2D inputTex;
|
||||
uniform vec4 ambient;
|
||||
|
|
@ -33,5 +33,5 @@ uniform vec4 ambient;
|
|||
void main()
|
||||
{
|
||||
float shadow = texture( inputTex, texCoord ).a * color.a;
|
||||
OUT_FragColor0 = ( ambient * shadow ) + ( 1 - shadow );
|
||||
OUT_col = ( ambient * shadow ) + ( 1 - shadow );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -43,6 +43,8 @@ uniform float useCubemap;
|
|||
uniform vec3 lightDir;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
|
@ -62,7 +64,7 @@ void main()
|
|||
|
||||
float fac = dot( normalize( pos ), sunDir );
|
||||
fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
|
||||
OUT_FragColor0 = mix( color, nightSkyColor, nightInterpAndExposure.y );
|
||||
OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
|
||||
|
||||
// Clip based on the camera-relative
|
||||
// z position of the vertex, passed through
|
||||
|
|
@ -70,6 +72,6 @@ void main()
|
|||
if(zPosition < 0.0)
|
||||
discard;
|
||||
|
||||
OUT_FragColor0.a = 1;
|
||||
OUT_FragColor0 = hdrEncode( OUT_FragColor0 );
|
||||
OUT_col.a = 1;
|
||||
OUT_col = hdrEncode( OUT_col );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -267,6 +267,6 @@ void fizzle(vec2 vpos, float visibility)
|
|||
/// @param condition This should be a bvec[2-4]. If any items is false, condition is considered to fail.
|
||||
/// @param color The color that should be outputted if the condition fails.
|
||||
/// @note This macro will only work in the void main() method of a pixel shader.
|
||||
#define assert(condition, color) { if(!any(condition)) { OUT_FragColor0 = color; return; } }
|
||||
#define assert(condition, color) { if(!any(condition)) { OUT_col = color; return; } }
|
||||
|
||||
#endif // _TORQUE_GLSL_
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ in vec4 outLightVec;
|
|||
in vec3 outPos;
|
||||
in vec3 outEyePos;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texOffset;
|
||||
|
|
@ -45,11 +47,11 @@ void main()
|
|||
vec4 bumpNorm = texture(bumpMap, texOffset) * 2.0 - 1.0;
|
||||
vec4 diffuse = texture(diffMap, texOffset);
|
||||
|
||||
OUT_FragColor0 = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
|
||||
OUT_col = diffuse * (clamp(dot(outLightVec.xyz, bumpNorm.xyz), 0.0, 1.0) + ambient);
|
||||
|
||||
vec3 eyeVec = normalize(outEyePos - outPos);
|
||||
vec3 halfAng = normalize(eyeVec + outLightVec.xyz);
|
||||
float specular = clamp(dot(bumpNorm.xyz, halfAng), 0.0, 1.0) * outLightVec.w;
|
||||
specular = pow(specular, specularPower);
|
||||
OUT_FragColor0 += specularColor * specular;
|
||||
OUT_col += specularColor * specular;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,8 +27,10 @@ in vec2 uv0;
|
|||
uniform sampler2D prepassBuffer;
|
||||
uniform sampler1D depthViz;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = prepassUncondition( prepassBuffer, uv0 ).w;
|
||||
OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1.0 );
|
||||
OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
|
||||
}
|
||||
|
|
@ -26,10 +26,12 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D lightInfoBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightcolor;
|
||||
float nl_Att, specular;
|
||||
lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
|
||||
OUT_FragColor0 = vec4( lightcolor, 1.0 );
|
||||
OUT_col = vec4( lightcolor, 1.0 );
|
||||
}
|
||||
|
|
@ -26,10 +26,12 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D lightInfoBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightcolor;
|
||||
float nl_Att, specular;
|
||||
lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
|
||||
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
|
||||
OUT_col = vec4( specular, specular, specular, 1.0 );
|
||||
}
|
||||
|
|
@ -26,8 +26,10 @@
|
|||
in vec2 uv0;
|
||||
uniform sampler2D prepassBuffer;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = prepassUncondition( prepassBuffer, uv0 ).xyz;
|
||||
OUT_FragColor0 = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
|
||||
OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
|
||||
}
|
||||
|
|
@ -25,8 +25,10 @@ in vec2 uv0;
|
|||
uniform sampler2D shadowMap;
|
||||
uniform sampler1D depthViz;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = saturate( texture( shadowMap, uv0 ).r );
|
||||
OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1 );
|
||||
OUT_col = vec4( texture( depthViz, depth ).rgb, 1 );
|
||||
}
|
||||
|
|
@ -121,7 +121,8 @@ uniform vec4 vsFarPlane;
|
|||
uniform mat3 viewToLightProj;
|
||||
uniform vec4 lightParams;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -229,5 +230,5 @@ void main()
|
|||
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
|
||||
}
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -63,6 +63,8 @@ uniform mat4 viewToLightProj;
|
|||
uniform vec4 lightParams;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute scene UV
|
||||
|
|
@ -162,5 +164,5 @@ void main()
|
|||
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
|
||||
}
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -62,6 +62,8 @@ uniform vec4 farPlaneScalePSSM;
|
|||
uniform vec4 overDarkPSSM;
|
||||
uniform float shadowSoftness;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Sample/unpack the normal/z data
|
||||
|
|
@ -227,6 +229,6 @@ void main()
|
|||
lightColorOut = debugColor;
|
||||
#endif
|
||||
|
||||
OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -31,16 +31,16 @@ uniform vec2 oneOverTargetSize;
|
|||
const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
|
||||
const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 OUT = texture( diffuseMap, uv ) * weight[0];
|
||||
OUT_col = texture( diffuseMap, uv ) * weight[0];
|
||||
|
||||
for ( int i=1; i < 3; i++ )
|
||||
{
|
||||
vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
|
||||
OUT += texture( diffuseMap, uv + _sample ) * weight[i];
|
||||
OUT += texture( diffuseMap, uv - _sample ) * weight[i];
|
||||
OUT_col += texture( diffuseMap, uv + _sample ) * weight[i];
|
||||
OUT_col += texture( diffuseMap, uv - _sample ) * weight[i];
|
||||
}
|
||||
|
||||
OUT_FragColor0 = OUT;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ uniform vec2 blurDimension;
|
|||
|
||||
in vec2 tex0;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Preshader
|
||||
|
|
@ -43,5 +45,5 @@ void main()
|
|||
accum += texture(diffuseMap0, BaseTexCoord + float(i) * SampleOffset);
|
||||
}
|
||||
accum /= blurSamples;
|
||||
OUT_FragColor0 = accum;
|
||||
OUT_col = accum;
|
||||
}
|
||||
|
|
@ -34,6 +34,8 @@ uniform sampler2D causticsTex0;
|
|||
uniform sampler2D causticsTex1;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
float distanceToPlane(vec4 plane, vec3 pos)
|
||||
{
|
||||
return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
|
||||
|
|
@ -48,7 +50,7 @@ void main()
|
|||
float depth = prePass.w;
|
||||
if(depth > 0.9999)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
OUT_col = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -59,7 +61,7 @@ void main()
|
|||
float waterDepth = -distanceToPlane(waterFogPlane, pos);
|
||||
if(waterDepth < 0)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
OUT_col = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
waterDepth = saturate(waterDepth);
|
||||
|
|
@ -81,5 +83,5 @@ void main()
|
|||
//float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
|
||||
caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
|
||||
|
||||
OUT_FragColor0 = caustics;
|
||||
OUT_col = caustics;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,6 +27,8 @@
|
|||
uniform sampler2D shrunkSampler; // Output of DofDownsample()
|
||||
uniform sampler2D blurredSampler; // Blurred version of the shrunk sampler
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
// This is the pixel shader function that calculates the actual
|
||||
// value used for the near circle of confusion.
|
||||
// "texCoords" are 0 at the bottom left pixel and 1 at the top right.
|
||||
|
|
@ -46,8 +48,8 @@ void main()
|
|||
coc = 2 * max( blurred.a, shrunk.a ) - shrunk.a;
|
||||
|
||||
|
||||
//OUT_FragColor0 = vec4( coc.rrr, 1.0 );
|
||||
//OUT_FragColor0 = vec4( color, 1.0 );
|
||||
OUT_FragColor0 = vec4( color, coc );
|
||||
//OUT_FragColor0 = vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
//OUT_col = vec4( coc.rrr, 1.0 );
|
||||
//OUT_col = vec4( color, 1.0 );
|
||||
OUT_col = vec4( color, coc );
|
||||
//OUT_col = vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
}
|
||||
|
|
@ -47,6 +47,8 @@ in vec2 tcDepth2;
|
|||
in vec2 tcDepth3;
|
||||
#define IN_tcDepth3 tcDepth3
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
//return vec4( 1.0, 0.0, 1.0, 1.0 );
|
||||
|
|
@ -131,8 +133,8 @@ void main()
|
|||
|
||||
maxCoc = max( max( coc[0], coc[1] ), max( coc[2], coc[3] ) );
|
||||
|
||||
//OUT_FragColor0 = half4( 1.0, 0.0, 1.0, 1.0 );
|
||||
OUT_FragColor0 = half4( color, maxCoc );
|
||||
//OUT_FragColor0 = half4( color, 1.0f );
|
||||
//OUT_FragColor0 = half4( maxCoc.rrr, 1.0 );
|
||||
//OUT_col = half4( 1.0, 0.0, 1.0, 1.0 );
|
||||
OUT_col = half4( color, maxCoc );
|
||||
//OUT_col = half4( color, 1.0f );
|
||||
//OUT_col = half4( maxCoc.rrr, 1.0 );
|
||||
}
|
||||
|
|
@ -41,6 +41,8 @@ uniform float maxFarCoC;
|
|||
//static vec4 dofLerpBias = vec4( 1.0, (1.0 - d2) / d1, 1.0 / d2, (d2 - 1.0) / d2 );
|
||||
//static vec3 dofEqFar = vec3( 2.0, 0.0, 1.0 );
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
vec4 tex2Doffset( sampler2D s, vec2 tc, vec2 offset )
|
||||
{
|
||||
return texture( s, tc + offset * oneOverTargetSize );
|
||||
|
|
@ -141,5 +143,5 @@ void main()
|
|||
//return half4(nearCoc.rrr,1);
|
||||
|
||||
//return half4( 1,0,1,0 );
|
||||
OUT_FragColor0 = InterpolateDof( small, med.rgb, large, coc );
|
||||
OUT_col = InterpolateDof( small, med.rgb, large, coc );
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue