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Full Template for ticket #1
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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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uniform sampler2D diffuseMap;
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varying vec2 uv;
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uniform vec2 oneOverTargetSize;
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void main()
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{
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vec2 sNonUniformTaps[8];
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sNonUniformTaps[0] = vec2(0.992833, 0.979309);
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sNonUniformTaps[1] = vec2(-0.998585, 0.985853);
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sNonUniformTaps[2] = vec2(0.949299, -0.882562);
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sNonUniformTaps[3] = vec2(-0.941358, -0.893924);
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sNonUniformTaps[4] = vec2(0.545055, -0.589072);
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sNonUniformTaps[5] = vec2(0.346526, 0.385821);
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sNonUniformTaps[6] = vec2(-0.260183, 0.334412);
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sNonUniformTaps[7] = vec2(0.248676, -0.679605);
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gl_FragColor = vec4(0.0);
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vec2 texScale = vec2(1.0);
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for ( int i=0; i < 4; i++ )
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{
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vec2 offset = (oneOverTargetSize * texScale) * sNonUniformTaps[i];
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gl_FragColor += texture2D( diffuseMap, uv + offset );
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}
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gl_FragColor /= vec4(4.0);
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gl_FragColor.rgb = vec3(0.0);
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}
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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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#include "../../../../../../shaders/common/gl/torque.glsl"
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uniform vec2 oneOverTargetSize;
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uniform vec4 rtParams0;
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varying vec2 uv;
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void main()
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{
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gl_Position = gl_Vertex;
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uv = viewportCoordToRenderTarget( gl_MultiTexCoord0.st, rtParams0 );
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}
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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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#include "shaders/common/postFx/postFx.hlsl"
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uniform sampler2D diffuseMap : register(S0);
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struct VertToPix
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{
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float4 hpos : POSITION;
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float2 uv : TEXCOORD0;
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};
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static float offset[3] = { 0.0, 1.3846153846, 3.2307692308 };
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static float weight[3] = { 0.2270270270, 0.3162162162, 0.0702702703 };
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uniform float2 oneOverTargetSize;
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float4 main( VertToPix IN ) : COLOR
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{
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float4 OUT = tex2D( diffuseMap, IN.uv ) * weight[0];
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for ( int i=1; i < 3; i++ )
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{
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float2 sample = (BLUR_DIR * offset[i]) * oneOverTargetSize;
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OUT += tex2D( diffuseMap, IN.uv + sample ) * weight[i];
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OUT += tex2D( diffuseMap, IN.uv - sample ) * weight[i];
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}
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return OUT;
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}
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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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#include "../../../../../../shaders/common/postFx/postFx.hlsl"
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#include "../../../../../../shaders/common/torque.hlsl"
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float4 rtParams0;
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struct VertToPix
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{
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float4 hpos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertToPix main( PFXVert IN )
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{
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VertToPix OUT;
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OUT.hpos = IN.pos;
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OUT.uv = viewportCoordToRenderTarget( IN.uv, rtParams0 );
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return OUT;
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}
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