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
This commit is contained in:
Areloch 2019-06-17 02:30:45 -05:00
parent 226529fd1b
commit f1777016b8
179 changed files with 10144 additions and 415 deletions

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#include "shaders/common/postFx/postFx.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base.a = 1.0f;
base.rgb = (base.r + base.g + base.b) / 3.0f;
if (base.r < 0.5)
base.r = 0.0f;
else
base.r = 1.0f;
base.gb = base.r;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float BlurredVisionIntensity;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.001 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.003 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.005 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.007 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.009 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.011 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.001 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.003 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.005 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.007 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.009 * BlurredVisionIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.011 * BlurredVisionIntensity));
base = base / 15.0; // 9.5
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
uniform float accumTime;
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float intensity;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float2 coords = IN.uv0;
float2 uv = IN.uv0;
coords = (coords - 0.5) * 2.0;
float coordDot = dot(coords, coords);
float2 uvG = uv - TORQUE_TEX2D(backBuffer, IN.uv0).xy * intensity * coords * coordDot;
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base.g = TORQUE_TEX2D(backBuffer, uvG).g;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float time;
uniform float sizeX; // rt_w
uniform float sizeY; // rt_h
uniform float stitching_size = 6.0;
uniform int invert = 0;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = float4(0.0, 0.0, 0.0, 0.0);
float size = stitching_size;
float2 cPos = IN.uv0 * float2(sizeX, sizeY);
float2 tlPos = floor(cPos / float2(size, size));
tlPos *= size;
int remX = int(cPos.x % size);
int remY = int(cPos.y % size);
if (remX == 0 && remY == 0)
tlPos = cPos;
float2 blPos = tlPos;
blPos.y += (size - 1.0);
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1)
base = float4(0.2, 0.15, 0.05, 1.0);
else
base = TORQUE_TEX2D(backBuffer, tlPos * float2(1.0/sizeX, 1.0/sizeY)) * 1.4;
}
else
{
if (invert == 1)
base = TORQUE_TEX2D(backBuffer, tlPos * float2(1.0/sizeX, 1.0/sizeY)) * 1.4;
else
base = float4(0.0, 0.0, 0.0, 1.0);
}
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float DreamViewIntensity;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.001 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.003 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.005 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.007 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.009 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.011 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.001 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.003 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.005 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.007 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.009 * DreamViewIntensity));
base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.011 * DreamViewIntensity));
base.rgb = (base.r + base.g + base.b)/3.0;
base = base / 9.5;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float threshold;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
const int NUM = 9;
const float2 c[NUM] =
{
float2(-0.0078125, 0.0078125),
float2( 0.00 , 0.0078125),
float2( 0.0078125, 0.0078125),
float2(-0.0078125, 0.00 ),
float2( 0.0, 0.0),
float2( 0.0078125, 0.007 ),
float2(-0.0078125,-0.0078125),
float2( 0.00 , -0.0078125),
float2( 0.0078125,-0.0078125),
};
int i;
float3 col[NUM];
for (i=0; i < NUM; i++)
{
col[i] = TORQUE_TEX2D(backBuffer, IN.uv0 + 0.2*c[i]);
}
float3 rgb2lum = float3(0.30, 0.59, 0.11);
float lum[NUM];
for (i = 0; i < NUM; i++)
{
lum[i] = dot(col[i].xyz, rgb2lum);
}
float x = lum[2]+ lum[8]+2*lum[5]-lum[0]-2*lum[3]-lum[6];
float y = lum[6]+2*lum[7]+ lum[8]-lum[0]-2*lum[1]-lum[2];
float edge =(x*x + y*y < threshold)? 1.0:0.0;
base.rgb *= edge;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float radiusX;
uniform float radiusY;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
float dist = distance(IN.uv0, float2(0.5,0.5));
base.rgb *= smoothstep(radiusX, radiusY, dist);
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base.rgb = (base.r + base.g + base.b) / 3.0f;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base.a = 0;
return float4(1.0f, 1.0f, 1.0f, 1.0f) - base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
uniform float accumTime;
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float luminanceThreshold; // 0.2
uniform float colorAmplification; // 4.0
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float speed = 100;
float Yres = 1024;
float brightness = 0.2;
float4 finalColor = float4(1.0, 1.0, 1.0, 1.0);
float2 uv;
uv.x = 0.4 * sin(accumTime * 50.0);
uv.y = 0.4 * cos(accumTime * 50.0);
//float m = TORQUE_TEX2D(maskTex, gl_TexCoord[0].st).r;
//vec3 n = texture2D(noiseTex, (gl_TexCoord[0].st*3.5) + uv).rgb;
float3 c = TORQUE_TEX2D(backBuffer, IN.uv0).rgb;
float lum = dot(float3(0.30, 0.59, 0.11), c);
if (lum < luminanceThreshold)
c *= colorAmplification;
float3 visionColor = float3(0.1, 0.95, 0.2);
finalColor.rgb = c * visionColor;
// add noise
float noise = IN.uv0.x * IN.uv0.y * accumTime * speed;
noise = fmod(noise, 10) * fmod(noise, 100);
noise = fmod(noise, 0.01);
float3 color = finalColor.rgb;
color = color + color * saturate(noise.xxx * 200);
// add banding
float sin,cos;
sincos(IN.uv0.y * Yres, sin, cos);
color += color * float3(sin, cos, sin) * brightness;
finalColor.rgb = color;
return finalColor;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float pixel_w;
uniform float pixel_h;
uniform float sizeX;
uniform float sizeY;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float2 uv = IN.uv0;
float3 base = float3(1.0, 0.0, 0.0);
float dx = pixel_w * (1.0 / sizeX);
float dy = pixel_h * (1.0 / sizeY);
float2 coord = float2(dx*floor(uv.x/dx), dy*floor(uv.y/dy));
base = TORQUE_TEX2D(backBuffer, coord).rgb;
return float4(base, 1.0);
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float gamma;
uniform float numColors;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float3 base = TORQUE_TEX2D(backBuffer, IN.uv0).rgb;
base = pow(base, float3(gamma, gamma, gamma));
base = base * numColors;
base = floor(base);
base = base / numColors;
base = pow(base, float3(1.0/gamma, 1.0/gamma, 1.0/gamma));
return float4(base, 1.0);
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "shadergen:/autogenConditioners.h"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
uniform float redLevel;
uniform float greenLevel;
uniform float blueLevel;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
base.r *= redLevel;
base.g *= greenLevel;
base.b *= blueLevel;
return base;
}

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#include "shaders/common/postFx/postFx.hlsl"
#include "../../torque.hlsl"
uniform float amount;
uniform float samples;
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float b = 0;
float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
float2 uv = IN.uv0;
[loop] for (int i = 1; i <= samples; i++)
{
uv -= b;
uv *= amount;
b = (1-(1*pow(abs(amount), i))) / 2;
uv += b;
base += TORQUE_TEX2DLOD(backBuffer, float4(uv.x, uv.y, 0, 0));
}
return base / (samples + 1);
}