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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +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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@ -27,8 +27,10 @@ in vec2 uv0;
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uniform sampler2D prepassBuffer;
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uniform sampler1D depthViz;
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out vec4 OUT_col;
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void main()
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{
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float depth = prepassUncondition( prepassBuffer, uv0 ).w;
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OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1.0 );
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OUT_col = vec4( texture( depthViz, depth ).rgb, 1.0 );
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}
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@ -26,10 +26,12 @@
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in vec2 uv0;
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uniform sampler2D lightInfoBuffer;
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out vec4 OUT_col;
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void main()
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{
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vec3 lightcolor;
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float nl_Att, specular;
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lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
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OUT_FragColor0 = vec4( lightcolor, 1.0 );
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OUT_col = vec4( lightcolor, 1.0 );
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}
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@ -26,10 +26,12 @@
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in vec2 uv0;
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uniform sampler2D lightInfoBuffer;
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out vec4 OUT_col;
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void main()
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{
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vec3 lightcolor;
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float nl_Att, specular;
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lightinfoUncondition( texture( lightInfoBuffer, uv0 ), lightcolor, nl_Att, specular );
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OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
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OUT_col = vec4( specular, specular, specular, 1.0 );
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}
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@ -26,8 +26,10 @@
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in vec2 uv0;
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uniform sampler2D prepassBuffer;
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out vec4 OUT_col;
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void main()
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{
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vec3 normal = prepassUncondition( prepassBuffer, uv0 ).xyz;
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OUT_FragColor0 = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
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OUT_col = vec4( ( normal + 1.0 ) * 0.5, 1.0 );
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}
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@ -25,8 +25,10 @@ in vec2 uv0;
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uniform sampler2D shadowMap;
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uniform sampler1D depthViz;
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out vec4 OUT_col;
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void main()
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{
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float depth = saturate( texture( shadowMap, uv0 ).r );
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OUT_FragColor0 = vec4( texture( depthViz, depth ).rgb, 1 );
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OUT_col = vec4( texture( depthViz, depth ).rgb, 1 );
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}
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@ -121,7 +121,8 @@ uniform vec4 vsFarPlane;
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uniform mat3 viewToLightProj;
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uniform vec4 lightParams;
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uniform float shadowSoftness;
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out vec4 OUT_col;
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void main()
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{
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@ -229,5 +230,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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}
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@ -63,6 +63,8 @@ uniform mat4 viewToLightProj;
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uniform vec4 lightParams;
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uniform float shadowSoftness;
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out vec4 OUT_col;
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void main()
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{
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// Compute scene UV
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@ -162,5 +164,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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}
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@ -62,6 +62,8 @@ uniform vec4 farPlaneScalePSSM;
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uniform vec4 overDarkPSSM;
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uniform float shadowSoftness;
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out vec4 OUT_col;
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void main()
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{
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// Sample/unpack the normal/z data
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@ -227,6 +229,6 @@ void main()
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lightColorOut = debugColor;
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#endif
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OUT_FragColor0 = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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OUT_col = lightinfoCondition( lightColorOut, Sat_NL_Att, specular, addToResult );
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}
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@ -31,16 +31,16 @@ uniform vec2 oneOverTargetSize;
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const float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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out vec4 OUT_col;
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void main()
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{
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vec4 OUT = texture( diffuseMap, uv ) * weight[0];
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OUT_col = texture( diffuseMap, uv ) * weight[0];
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for ( int i=1; i < 3; i++ )
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{
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vec2 _sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
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OUT += texture( diffuseMap, uv + _sample ) * weight[i];
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OUT += texture( diffuseMap, uv - _sample ) * weight[i];
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OUT_col += texture( diffuseMap, uv + _sample ) * weight[i];
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OUT_col += texture( diffuseMap, uv - _sample ) * weight[i];
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}
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OUT_FragColor0 = OUT;
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}
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@ -28,6 +28,8 @@ uniform vec2 blurDimension;
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in vec2 tex0;
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out vec4 OUT_col;
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void main()
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{
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// Preshader
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@ -43,5 +45,5 @@ void main()
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accum += texture(diffuseMap0, BaseTexCoord + float(i) * SampleOffset);
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}
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accum /= blurSamples;
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OUT_FragColor0 = accum;
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OUT_col = accum;
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}
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