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https://github.com/TorqueGameEngines/Torque3D.git
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Removes Direct3D9 functionality.
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parent
5ac6f6beb3
commit
edd1e0a270
86 changed files with 382 additions and 10445 deletions
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@ -42,7 +42,6 @@ void BumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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// Output the texture coord.
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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useTexAnim,
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meta,
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componentList );
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@ -64,7 +63,7 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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output = meta;
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
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// Sample the bumpmap.
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Var *bumpMap = getNormalMapTex();
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@ -156,7 +155,7 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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bumpMap->sampler = true;
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bumpMap->constNum = Var::getTexUnitNum();
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texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
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texCoord = getInTexCoord( "detCoord", "vec2", componentList );
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texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
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Var *detailBump = new Var;
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@ -267,7 +266,6 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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// Add the texture coords.
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getOutTexCoord( "texCoord",
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"vec2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList );
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@ -312,7 +310,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Order matters... get this first!
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Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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@ -408,7 +406,6 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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outNormal->setName( "wsNormal" );
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outNormal->setStructName( "OUT" );
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outNormal->setType( "vec3" );
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outNormal->mapsToSampler = false;
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// Find the incoming vertex normal.
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Var *inNormal = (Var*)LangElement::find( "normal" );
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