+added: gui slider for maximum exposure of vignetting
+changed: shaders to logical min/max floats
this pr contains the glsl shaders as well and therefore makes the
https://github.com/GarageGames/Torque3D/pull/1225 Pull Request obsolete
pure script, there will be several of these using identical methodology for deferred. displays a given buffer via the
texture[0] = "#glowbuffer"; entry,
passed along to a given shader via the
samplerNames[0] = "glowBuffer";entry
which corresponds to an expected variable name and register.
as much documentation for later as tool
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane. This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence. Moved this code to fog.cs to be
with the underwater postFX.
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders. This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.