Full Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:54:25 -04:00
parent 74f265b3b3
commit f439dc8dcd
2150 changed files with 286240 additions and 0 deletions

View file

@ -0,0 +1,54 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
uniform sampler2D diffuseMap;
varying vec2 uv;
uniform vec2 oneOverTargetSize;
void main()
{
vec2 sNonUniformTaps[8];
sNonUniformTaps[0] = vec2(0.992833, 0.979309);
sNonUniformTaps[1] = vec2(-0.998585, 0.985853);
sNonUniformTaps[2] = vec2(0.949299, -0.882562);
sNonUniformTaps[3] = vec2(-0.941358, -0.893924);
sNonUniformTaps[4] = vec2(0.545055, -0.589072);
sNonUniformTaps[5] = vec2(0.346526, 0.385821);
sNonUniformTaps[6] = vec2(-0.260183, 0.334412);
sNonUniformTaps[7] = vec2(0.248676, -0.679605);
gl_FragColor = vec4(0.0);
vec2 texScale = vec2(1.0);
for ( int i=0; i < 4; i++ )
{
vec2 offset = (oneOverTargetSize * texScale) * sNonUniformTaps[i];
gl_FragColor += texture2D( diffuseMap, uv + offset );
}
gl_FragColor /= vec4(4.0);
gl_FragColor.rgb = vec3(0.0);
}

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../../../../shaders/common/gl/torque.glsl"
uniform vec2 oneOverTargetSize;
uniform vec4 rtParams0;
varying vec2 uv;
void main()
{
gl_Position = gl_Vertex;
uv = viewportCoordToRenderTarget( gl_MultiTexCoord0.st, rtParams0 );
}

View file

@ -0,0 +1,50 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaders/common/postFx/postFx.hlsl"
uniform sampler2D diffuseMap : register(S0);
struct VertToPix
{
float4 hpos : POSITION;
float2 uv : TEXCOORD0;
};
static float offset[3] = { 0.0, 1.3846153846, 3.2307692308 };
static float weight[3] = { 0.2270270270, 0.3162162162, 0.0702702703 };
uniform float2 oneOverTargetSize;
float4 main( VertToPix IN ) : COLOR
{
float4 OUT = tex2D( diffuseMap, IN.uv ) * weight[0];
for ( int i=1; i < 3; i++ )
{
float2 sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
OUT += tex2D( diffuseMap, IN.uv + sample ) * weight[i];
OUT += tex2D( diffuseMap, IN.uv - sample ) * weight[i];
}
return OUT;
}

View file

@ -0,0 +1,42 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../../../../shaders/common/postFx/postFx.hlsl"
#include "../../../../../../shaders/common/torque.hlsl"
float4 rtParams0;
struct VertToPix
{
float4 hpos : POSITION;
float2 uv : TEXCOORD0;
};
VertToPix main( PFXVert IN )
{
VertToPix OUT;
OUT.hpos = IN.pos;
OUT.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 );
return OUT;
}