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https://github.com/TorqueGameEngines/Torque3D.git
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GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings Updated WIP options menu Editor/Project settings WIP Updated editor theme to be consistent, and feed off the editor settings Updated popup menus to reference renamed profiles Added more in-progress modules for examples/stress testing
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179 changed files with 10144 additions and 415 deletions
25
Templates/Modules/PostFXPack/Scripts/postFX.cs
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25
Templates/Modules/PostFXPack/Scripts/postFX.cs
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//*****************************************************************************
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// Shaders ( For Custom Materials )
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//*****************************************************************************
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351
Templates/Modules/PostFXPack/Scripts/postFXPack.cs
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351
Templates/Modules/PostFXPack/Scripts/postFXPack.cs
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// PIXELATE
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$Pixelate::PixelWidth = 10.0;
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$Pixelate::PixelHeight = 10.0;
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singleton ShaderData( PixelateShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/pixelateP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( PixelatePostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = PixelateShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function PixelatePostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$pixel_w", $Pixelate::PixelWidth);
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%this.setShaderConst("$pixel_h", $Pixelate::PixelHeight);
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%this.setShaderConst("$sizeX",getWord($pref::Video::mode, 0));
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%this.setShaderConst("$sizeY",getWord($pref::Video::mode, 1));
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}
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// BLURRED VISION
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$BlurredVisionIntensity = 1.0;
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singleton ShaderData( BlurredVisionShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/blurredVisionP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( BlurredVisionPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = BlurredVisionShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function BlurredVisionPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$BlurredVisionIntensity", $BlurredVisionIntensity);
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}
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// DREAM VIEW
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$DreamViewIntensity = 1.0;
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singleton ShaderData( DreamViewShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/dreamviewP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( DreamViewPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = DreamViewShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function DreamViewPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$DreamViewIntensity", $DreamViewIntensity);
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}
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// CROSS STITCH
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$CrossStichPostEffect::StitchingSize = 6.0;
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$CrossStichPostEffect::Invert = 0;
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singleton ShaderData( CrossStitchShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/crossStitchP.hlsl";
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pixVersion = 3.0;
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};
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singleton PostEffect( CrossStitchPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = CrossStitchShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function CrossStitchPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst( "$time", ($Sim::time - %this.timeStart) );
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%this.setShaderConst("$sizeX",getWord($pref::Video::mode, 0));
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%this.setShaderConst("$sizeY",getWord($pref::Video::mode, 1));
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%this.setShaderConst("$stitching_size", $CrossStichPostEffect::StitchingSize);
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%this.setShaderConst("$invert", $CrossStichPostEffect::Invert);
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}
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// POSTERISATION
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$PosterisationPostEffect::Gamma = 0.6;
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$PosterisationPostEffect::NumColors = 4.0;
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singleton ShaderData( PosterisationShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/posterisationP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( PosterisationPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = PosterisationShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function PosterisationPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$gamma", $PosterisationPostEffect::Gamma);
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%this.setShaderConst("$numColors", $PosterisationPostEffect::NumColors);
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}
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// NIGHT VISION 2
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$NightVisionPostEffect::LuminanceThreshold = 0.2;
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$NightVisionPostEffect::ColorAmplification = 4.0;
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singleton ShaderData( NightVision2Shader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/nightVision2P.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( NightVision2Fx )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = NightVision2Shader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function NightVision2Fx::setShaderConsts(%this)
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{
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%this.setShaderConst("$luminanceThreshold", $NightVisionPostEffect::LuminanceThreshold);
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%this.setShaderConst("$colorAmplification", $NightVisionPostEffect::ColorAmplification);
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}
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// LENS CIRCLE
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$LensCirclePostEffect::RadiusX = 0.6;
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$LensCirclePostEffect::RadiusY = 0.2;
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singleton ShaderData( LensCircleShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/lensCircleP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( LensCirclePostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = LensCircleShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function LensCirclePostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$radiusX", $LensCirclePostEffect::RadiusX);
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%this.setShaderConst("$radiusY", $LensCirclePostEffect::RadiusY);
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}
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// CHROMATIC ABERRATION
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$ChromaticAberrationPostEffect::Intensity = 0.3;
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singleton ShaderData( ChromaticAberrationShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/chromaticAberrationP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( ChromaticAberrationPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = ChromaticAberrationShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function ChromaticAberrationPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$intensity", $ChromaticAberrationPostEffect::Intensity);
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}
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// RGB
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$RGBPostEffect::RedLevel = 1.0;
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$RGBPostEffect::GreenLevel = 1.0;
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$RGBPostEffect::BlueLevel = 1.0;
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singleton ShaderData( RGBShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/rgbP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( RGBPostEffect )
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{
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isEnabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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shader = RGBShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 10;
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};
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function RGBPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$redLevel", $RGBPostEffect::RedLevel);
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%this.setShaderConst("$greenLevel", $RGBPostEffect::GreenLevel);
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%this.setShaderConst("$blueLevel", $RGBPostEffect::BlueLevel);
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}
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// ZOOM BLUR
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$ZoomBlur::Amount = 0.99;
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$ZoomBlur::Samples = 6;
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singleton ShaderData( ZoomBlurShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/zoomBlurP.hlsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 3.0;
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};
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singleton PostEffect( ZoomBlurPostEffect )
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{
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renderTime = "PFXAfterDiffuse";
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shader = ZoomBlurShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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};
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function ZoomBlurPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$amount", $ZoomBlur::Amount);
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%this.setShaderConst("$samples", $ZoomBlur::Samples);
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}
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// NEGATIVE
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singleton ShaderData( NegativeShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/negativeP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( NegativePostEffect )
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{
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renderTime = "PFXAfterDiffuse";
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shader = NegativeShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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};
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// BLACK AND WHITE
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singleton ShaderData( BlackAndWhiteShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/blackAndWhiteP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( BlackAndWhitePostEffect )
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{
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renderTime = "PFXAfterDiffuse";
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shader = BlackAndWhiteShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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};
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// MONOCHROME
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singleton ShaderData( MonochromeShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/monochromeP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( MonochromePostEffect )
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{
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renderTime = "PFXAfterDiffuse";
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shader = MonochromeShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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};
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// EDGE DETECTION
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$EdgeDetection::Threshold = 0.01;
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singleton ShaderData( EdgeDetectionShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/Library/edgeDetectionP.hlsl";
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pixVersion = 2.0;
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};
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singleton PostEffect( EdgeDetectionPostEffect )
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{
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renderTime = "PFXAfterDiffuse";
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shader = EdgeDetectionShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backBuffer";
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};
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function EdgeDetectionPostEffect::setShaderConsts(%this)
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{
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%this.setShaderConst("$threshold", $EdgeDetection::Threshold);
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}
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