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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
Clean GLSL fragment shader out.
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87f34e3c4f
commit
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135 changed files with 451 additions and 239 deletions
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@ -46,6 +46,7 @@ uniform sampler2D prepassMap ;
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uniform float blurDepthTol;
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uniform float blurNormalTol;
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out vec4 OUT_col;
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void _sample( vec2 uv, float weight, vec4 centerTap, inout int usedCount, inout float occlusion, inout float total )
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{
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@ -96,7 +97,7 @@ void main()
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//occlusion /= (float)usedCount / 8.0;
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occlusion /= total;
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OUT_FragColor0 = vec4( vec3(occlusion), 1 );
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OUT_col = vec4( vec3(occlusion), 1 );
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//return vec4( 0,0,0,occlusion );
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@ -57,6 +57,8 @@ uniform float lDepthPow;
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uniform float lNormalTol;
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uniform float lNormalPow;
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out vec4 OUT_col;
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#ifndef QUALITY
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#define QUALITY 2
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@ -152,7 +154,7 @@ void main()
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// Early out if too far away.
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if ( depth > 0.99999999 )
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{
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OUT_FragColor0 = vec4( 0,0,0,0 );
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OUT_col = vec4( 0,0,0,0 );
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return;
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}
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@ -270,7 +272,7 @@ void main()
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// seems backwards, but it makes it simple to deal with the SSAO
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// being disabled in the lighting shaders.
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OUT_FragColor0 = vec4(occlusion, vec3(0.0));
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OUT_col = vec4(occlusion, vec3(0.0));
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}
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@ -25,8 +25,10 @@
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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 power = pow( max( IN_uv0.x, 0 ), 0.1 );
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OUT_FragColor0 = vec4( power, 0, 0, 1 );
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OUT_col = vec4( power, 0, 0, 1 );
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}
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