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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
Clean GLSL fragment shader out.
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parent
87f34e3c4f
commit
ed0febea39
135 changed files with 451 additions and 239 deletions
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@ -32,6 +32,8 @@ uniform float distCoeff;
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uniform float cubeDistort;
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uniform vec3 colorDistort;
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out vec4 OUT_col;
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void main()
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{
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vec2 tex = IN_uv0;
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@ -56,5 +58,5 @@ void main()
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outColor[i] = tex2Dlod( backBuffer, vec4(x,y,0,0) )[i];
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}
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OUT_FragColor0 = vec4( outColor.rgb, 1 );
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OUT_col = vec4( outColor.rgb, 1 );
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}
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@ -28,10 +28,12 @@ uniform float damageFlash;
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uniform float whiteOut;
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uniform sampler2D backBuffer;
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out vec4 OUT_col;
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void main()
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{
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vec4 color1 = texture(backBuffer, IN_uv0);
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vec4 color2 = color1 * MUL_COLOR;
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vec4 damage = mix(color1,color2,damageFlash);
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OUT_FragColor0 = mix(damage,WHITE_COLOR,whiteOut);
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OUT_col = mix(damage,WHITE_COLOR,whiteOut);
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}
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@ -34,6 +34,8 @@ uniform vec4 rtParams0;
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in vec2 uv0;
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in vec3 wsEyeRay;
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out vec4 OUT_col;
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void main()
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{
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//vec2 prepassCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy;
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@ -46,5 +48,5 @@ void main()
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fogData.y,
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fogData.z );
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OUT_FragColor0 = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
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OUT_col = hdrEncode( vec4( fogColor.rgb, 1.0 - saturate( factor ) ) );
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}
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@ -31,6 +31,8 @@ uniform float OneOverGamma;
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in vec2 uv0;
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out vec4 OUT_col;
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void main()
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{
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vec4 color = texture(backBuffer, uv0.xy);
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@ -43,5 +45,5 @@ void main()
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// Apply gamma correction
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color.rgb = pow( abs(color.rgb), vec3(OneOverGamma) );
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OUT_FragColor0 = color;
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OUT_col = color;
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}
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@ -34,25 +34,26 @@ in vec2 uv5; //TEXCOORD5;
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in vec2 uv6; //TEXCOORD6;
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in vec2 uv7; //TEXCOORD7;
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out vec4 OUT_col;
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void main()
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{
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vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f;
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vec4 OUT_col = vec4(0);
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OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
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OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
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OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
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OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
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vec4 OUT = vec4(0);
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OUT += texture( diffuseMap, uv0 ) * kernel.x;
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OUT += texture( diffuseMap, uv1 ) * kernel.y;
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OUT += texture( diffuseMap, uv2 ) * kernel.z;
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OUT += texture( diffuseMap, uv3 ) * kernel.w;
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OUT += texture( diffuseMap, uv4 ) * kernel.x;
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OUT += texture( diffuseMap, uv5 ) * kernel.y;
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OUT += texture( diffuseMap, uv6 ) * kernel.z;
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OUT += texture( diffuseMap, uv7 ) * kernel.w;
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OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
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OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
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OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
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OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
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// Calculate a lumenance value in the alpha so we
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// can use alpha test to save fillrate.
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vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
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OUT.a = dot( OUT.rgb, rgb2lum );
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OUT_FragColor0 = OUT;
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OUT_col.a = dot( OUT_col.rgb, rgb2lum );
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}
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@ -37,6 +37,8 @@ uniform float velocityMultiplier;
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uniform sampler2D backBuffer;
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uniform sampler2D prepassTex;
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out vec4 OUT_col;
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void main()
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{
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vec2 IN_uv0 = _IN_uv0;
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@ -72,5 +74,5 @@ void main()
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color += currentColor;
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}
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OUT_FragColor0 = color / samples;
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OUT_col = color / samples;
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}
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@ -25,7 +25,9 @@
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in vec2 uv0;
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uniform sampler2D inputTex ;
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out vec4 OUT_col;
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void main()
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{
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OUT_FragColor0 = texture( inputTex, uv0 );
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OUT_col = texture( inputTex, uv0 );
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}
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@ -34,6 +34,8 @@ in vec2 uv0;
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#define IN_uv0 uv0
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out vec4 OUT_col;
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void main()
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{
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float speed = 2.0;
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@ -46,5 +48,5 @@ void main()
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y = clamp(y, targetViewport.y, targetViewport.w);
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x = clamp(x, targetViewport.x, targetViewport.z);
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OUT_FragColor0 = texture (inputTex, vec2(x, y));
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OUT_col = texture (inputTex, vec2(x, y));
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}
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@ -51,6 +51,8 @@ uniform vec2 nearFar;
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uniform vec4 rtParams0;
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uniform float waterDepthGradMax;
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out vec4 OUT_col;
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void main()
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{
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//vec2 prepassCoord = IN_uv0;
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@ -134,5 +136,5 @@ void main()
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vec3 outColor = mix( inColor, fogColor.rgb, fogAmt );
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OUT_FragColor0 = vec4( hdrEncode( outColor ), 1 );
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OUT_col = vec4( hdrEncode( outColor ), 1 );
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}
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