Selaa lähdekoodia

Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used.

Areloch 8 vuotta sitten
vanhempi
commit
1520bc83b2
100 muutettua tiedostoa jossa 227 lisäystä ja 282 poistoa
  1. 1 1
      Templates/BaseGame/game/core/globals.cs
  2. 0 0
      Templates/BaseGame/game/core/images/AreaMap33.dds
  3. 0 0
      Templates/BaseGame/game/core/images/caustics_1.png
  4. 0 0
      Templates/BaseGame/game/core/images/caustics_2.png
  5. 0 0
      Templates/BaseGame/game/core/images/noise.png
  6. 0 0
      Templates/BaseGame/game/core/images/null_color_ramp.png
  7. 13 90
      Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs
  8. 0 3
      Templates/BaseGame/game/core/lighting/advanced/init.cs
  9. 4 4
      Templates/BaseGame/game/core/lighting/basic/init.cs
  10. 4 4
      Templates/BaseGame/game/core/lighting/basic/shadowFilter.cs
  11. 4 4
      Templates/BaseGame/game/core/lighting/shadowMaps/init.cs
  12. 1 1
      Templates/BaseGame/game/core/main.cs
  13. 4 4
      Templates/BaseGame/game/core/postFX/GammaPostFX.cs
  14. 13 13
      Templates/BaseGame/game/core/postFX/MLAA.cs
  15. 4 4
      Templates/BaseGame/game/core/postFX/MotionBlurFx.cs
  16. 6 6
      Templates/BaseGame/game/core/postFX/caustics.cs
  17. 4 4
      Templates/BaseGame/game/core/postFX/chromaticLens.cs
  18. 1 1
      Templates/BaseGame/game/core/postFX/default.postfxpreset.cs
  19. 20 20
      Templates/BaseGame/game/core/postFX/dof.cs
  20. 12 12
      Templates/BaseGame/game/core/postFX/edgeAA.cs
  21. 4 4
      Templates/BaseGame/game/core/postFX/flash.cs
  22. 8 8
      Templates/BaseGame/game/core/postFX/fog.cs
  23. 4 4
      Templates/BaseGame/game/core/postFX/fxaa.cs
  24. 12 12
      Templates/BaseGame/game/core/postFX/glow.cs
  25. 37 37
      Templates/BaseGame/game/core/postFX/hdr.cs
  26. 8 8
      Templates/BaseGame/game/core/postFX/lightRay.cs
  27. 10 10
      Templates/BaseGame/game/core/postFX/ovrBarrelDistortion.cs
  28. 1 1
      Templates/BaseGame/game/core/postFX/postFxManager.gui
  29. 1 1
      Templates/BaseGame/game/core/postFX/postFxManager.gui.cs
  30. 1 1
      Templates/BaseGame/game/core/postFX/postFxManager.gui.settings.cs
  31. 0 0
      Templates/BaseGame/game/core/postFX/postFxManager.persistance.cs
  32. 13 13
      Templates/BaseGame/game/core/postFX/ssao.cs
  33. 4 4
      Templates/BaseGame/game/core/postFX/turbulence.cs
  34. 4 4
      Templates/BaseGame/game/core/postFX/vignette.cs
  35. 29 4
      Templates/BaseGame/game/core/postFx.cs
  36. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl
  37. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreP.hlsl
  38. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreV.hlsl
  39. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/VFogRefl.hlsl
  40. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/VFogV.hlsl
  41. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogP.glsl
  42. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreP.glsl
  43. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreV.glsl
  44. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogRefl.glsl
  45. 0 0
      Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogV.glsl
  46. 0 0
      Templates/BaseGame/game/core/shaders/basicCloudsP.hlsl
  47. 0 0
      Templates/BaseGame/game/core/shaders/basicCloudsV.hlsl
  48. 0 0
      Templates/BaseGame/game/core/shaders/cloudLayerP.hlsl
  49. 0 0
      Templates/BaseGame/game/core/shaders/cloudLayerV.hlsl
  50. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureP.hlsl
  51. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureV.hlsl
  52. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/colorP.hlsl
  53. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/colorV.hlsl
  54. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureP.glsl
  55. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureV.glsl
  56. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorP.glsl
  57. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorV.glsl
  58. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureP.glsl
  59. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureV.glsl
  60. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreP.glsl
  61. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreV.glsl
  62. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureP.glsl
  63. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureV.glsl
  64. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureP.hlsl
  65. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureV.hlsl
  66. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreP.hlsl
  67. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreV.hlsl
  68. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/textureP.hlsl
  69. 0 0
      Templates/BaseGame/game/core/shaders/fixedFunction/textureV.hlsl
  70. 0 0
      Templates/BaseGame/game/core/shaders/foliage.hlsl
  71. 0 0
      Templates/BaseGame/game/core/shaders/fxFoliageReplicatorP.hlsl
  72. 0 0
      Templates/BaseGame/game/core/shaders/fxFoliageReplicatorV.hlsl
  73. 0 0
      Templates/BaseGame/game/core/shaders/gl/basicCloudsP.glsl
  74. 0 0
      Templates/BaseGame/game/core/shaders/gl/basicCloudsV.glsl
  75. 0 0
      Templates/BaseGame/game/core/shaders/gl/blurP.glsl
  76. 0 0
      Templates/BaseGame/game/core/shaders/gl/blurV.glsl
  77. 0 0
      Templates/BaseGame/game/core/shaders/gl/cloudLayerP.glsl
  78. 0 0
      Templates/BaseGame/game/core/shaders/gl/cloudLayerV.glsl
  79. 0 0
      Templates/BaseGame/game/core/shaders/gl/foliage.glsl
  80. 0 0
      Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorP.glsl
  81. 0 0
      Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorV.glsl
  82. 0 0
      Templates/BaseGame/game/core/shaders/gl/guiMaterialV.glsl
  83. 0 0
      Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl
  84. 0 0
      Templates/BaseGame/game/core/shaders/gl/imposter.glsl
  85. 0 0
      Templates/BaseGame/game/core/shaders/gl/lighting.glsl
  86. 0 0
      Templates/BaseGame/game/core/shaders/gl/particleCompositeP.glsl
  87. 0 0
      Templates/BaseGame/game/core/shaders/gl/particleCompositeV.glsl
  88. 0 0
      Templates/BaseGame/game/core/shaders/gl/particlesP.glsl
  89. 0 0
      Templates/BaseGame/game/core/shaders/gl/particlesV.glsl
  90. 0 0
      Templates/BaseGame/game/core/shaders/gl/planarReflectBumpP.glsl
  91. 0 0
      Templates/BaseGame/game/core/shaders/gl/planarReflectBumpV.glsl
  92. 0 0
      Templates/BaseGame/game/core/shaders/gl/planarReflectP.glsl
  93. 0 0
      Templates/BaseGame/game/core/shaders/gl/planarReflectV.glsl
  94. 0 0
      Templates/BaseGame/game/core/shaders/gl/precipP.glsl
  95. 0 0
      Templates/BaseGame/game/core/shaders/gl/precipV.glsl
  96. 0 0
      Templates/BaseGame/game/core/shaders/gl/projectedShadowP.glsl
  97. 0 0
      Templates/BaseGame/game/core/shaders/gl/projectedShadowV.glsl
  98. 0 0
      Templates/BaseGame/game/core/shaders/gl/scatterSkyP.glsl
  99. 0 0
      Templates/BaseGame/game/core/shaders/gl/scatterSkyV.glsl
  100. 0 0
      Templates/BaseGame/game/core/shaders/gl/torque.glsl

+ 1 - 1
Templates/BaseGame/game/core/globals.cs

@@ -72,7 +72,7 @@ $pref::Video::autoDetect = 1;
 
 // This is the path used by ShaderGen to cache procedural shaders.  If left
 // blank ShaderGen will only cache shaders to memory and not to disk.
-$shaderGen::cachePath = "";
+$shaderGen::cachePath = "data/shaders";
 
 // Uncomment to disable ShaderGen, useful when debugging
 //$ShaderGen::GenNewShaders = false;

+ 0 - 0
Templates/BaseGame/game/data/postFX/art/AreaMap33.dds → Templates/BaseGame/game/core/images/AreaMap33.dds


+ 0 - 0
Templates/BaseGame/game/data/postFX/art/caustics_1.png → Templates/BaseGame/game/core/images/caustics_1.png


+ 0 - 0
Templates/BaseGame/game/data/postFX/art/caustics_2.png → Templates/BaseGame/game/core/images/caustics_2.png


+ 0 - 0
Templates/BaseGame/game/data/postFX/art/noise.png → Templates/BaseGame/game/core/images/noise.png


+ 0 - 0
Templates/BaseGame/game/data/postFX/art/null_color_ramp.png → Templates/BaseGame/game/core/images/null_color_ramp.png


+ 13 - 90
Templates/BaseGame/game/core/lighting/advanced/deferredShading.cs

@@ -1,21 +1,21 @@
 singleton ShaderData( ClearGBufferShader )
 {
-   DXVertexShaderFile = "data/shaders/common/postFx/postFxV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/advanced/deferredClearGBufferP.hlsl";
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferP.hlsl";
 
-   OGLVertexShaderFile = "data/shaders/common/postFx/gl/postFxV.glsl";
-   OGLPixelShaderFile  = "data/shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl";
+   OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredClearGBufferP.glsl";
 
    pixVersion = 2.0;   
 };
 
 singleton ShaderData( DeferredColorShader )
 {
-   DXVertexShaderFile = "data/shaders/common/lighting/advanced/deferredClearGBufferV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/advanced/deferredColorShaderP.hlsl";
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/deferredClearGBufferV.hlsl";
+   DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
    
-   OGLVertexShaderFile = "data/shaders/common/postFx/gl/postFxV.glsl";
-   OGLPixelShaderFile  = "data/shaders/common/lighting/advanced/gl/deferredColorShaderP.glsl";
+   OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredColorShaderP.glsl";
 
    pixVersion = 2.0;   
 };
@@ -39,11 +39,11 @@ new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock )
 
 new ShaderData( AL_DeferredShader )
 {
-   DXVertexShaderFile = "data/shaders/common/postFx/postFxV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/advanced/deferredShadingP.hlsl";
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/deferredShadingP.hlsl";
    
-   OGLVertexShaderFile = "data/shaders/common/postFx/gl/postFxV.glsl";
-   OGLPixelShaderFile  = "data/shaders/common/lighting/advanced/gl/deferredShadingP.glsl";
+   OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredShadingP.glsl";
 
    samplerNames[0] = "colorBufferTex";
    samplerNames[1] = "lightPrePassTex";
@@ -67,81 +67,4 @@ singleton PostEffect( AL_DeferredShading )
    target = "$backBuffer";
    renderPriority = 10000;
    allowReflectPass = true;
-};
-
-// Debug Shaders.
-new ShaderData( AL_ColorBufferShader )
-{
-   DXVertexShaderFile = "data/shaders/common/postFx/postFxV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/advanced/dbgColorBufferP.hlsl";
-   
-   OGLVertexShaderFile = "data/shaders/common/postFx/gl/postFxV.glsl";
-   OGLPixelShaderFile  = "data/shaders/common/lighting/advanced/gl/dbgColorBufferP.glsl";
-
-   samplerNames[0] = "colorBufferTex";
-   pixVersion = 2.0;
-};
-
-singleton PostEffect( AL_ColorBufferVisualize )
-{   
-   shader = AL_ColorBufferShader;
-   stateBlock = AL_DefaultVisualizeState;
-   texture[0] = "#color";
-   target = "$backBuffer";
-   renderPriority = 9999;
-};
-
-/// Toggles the visualization of the AL lighting specular power buffer.
-function toggleColorBufferViz( %enable )
-{   
-   if ( %enable $= "" )
-   {
-      $AL_ColorBufferShaderVar = AL_ColorBufferVisualize.isEnabled() ? false : true;
-      AL_ColorBufferVisualize.toggle();
-   }
-   else if ( %enable )
-   {
-      AL_DeferredShading.disable();
-      AL_ColorBufferVisualize.enable();
-   }
-   else if ( !%enable )
-   {
-      AL_ColorBufferVisualize.disable();    
-      AL_DeferredShading.enable();
-   }
-}
-
-new ShaderData( AL_SpecMapShader )
-{
-   DXVertexShaderFile = "data/shaders/common/postFx/postFxV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/advanced/dbgSpecMapVisualizeP.hlsl";
-
-   OGLVertexShaderFile = "data/shaders/common/postFx/gl/postFxV.glsl";
-   OGLPixelShaderFile  = "data/shaders/common/lighting/advanced/gl/dbgSpecMapVisualizeP.glsl";
-
-   samplerNames[0] = "matinfoTex";
-   pixVersion = 2.0;
-};
-
-singleton PostEffect( AL_SpecMapVisualize )
-{   
-   shader = AL_SpecMapShader;
-   stateBlock = AL_DefaultVisualizeState;
-   texture[0] = "#matinfo";
-   target = "$backBuffer";
-   renderPriority = 9999;
-};
-
-/// Toggles the visualization of the AL lighting specular power buffer.
-function toggleSpecMapViz( %enable )
-{   
-   if ( %enable $= "" )
-   {
-      $AL_SpecMapShaderVar = AL_SpecMapVisualize.isEnabled() ? false : true;
-      AL_SpecMapVisualize.toggle();
-   }
-   else if ( %enable )
-      AL_SpecMapVisualize.enable();
-   else if ( !%enable )
-      AL_SpecMapVisualize.disable();    
-}
+};

+ 0 - 3
Templates/BaseGame/game/core/lighting/advanced/init.cs

@@ -40,9 +40,6 @@ $pref::LightManager::sgUseToneMapping = "";
 */
 
 exec( "./shaders.cs" );
-exec( "./lightViz.cs" );
-exec( "./shadowViz.cs" );
-exec( "./shadowViz.gui" );
 exec( "./deferredShading.cs" );
 
 function onActivateAdvancedLM()

+ 4 - 4
Templates/BaseGame/game/core/lighting/basic/init.cs

@@ -40,11 +40,11 @@ singleton GFXStateBlockData( BL_ProjectedShadowSBData )
 
 singleton ShaderData( BL_ProjectedShadowShaderData )
 {
-   DXVertexShaderFile     = "data/shaders/common/projectedShadowV.hlsl";
-   DXPixelShaderFile      = "data/shaders/common/projectedShadowP.hlsl";   
+   DXVertexShaderFile     = $Core::CommonShaderPath @ "/projectedShadowV.hlsl";
+   DXPixelShaderFile      = $Core::CommonShaderPath @ "/projectedShadowP.hlsl";   
    
-   OGLVertexShaderFile     = "data/shaders/common/gl/projectedShadowV.glsl";
-   OGLPixelShaderFile      = "data/shaders/common/gl/projectedShadowP.glsl";   
+   OGLVertexShaderFile     = $Core::CommonShaderPath @ "/gl/projectedShadowV.glsl";
+   OGLPixelShaderFile      = $Core::CommonShaderPath @ "/gl/projectedShadowP.glsl";   
       
    samplerNames[0] = "inputTex";
    

+ 4 - 4
Templates/BaseGame/game/core/lighting/basic/shadowFilter.cs

@@ -23,11 +23,11 @@
 
 singleton ShaderData( BL_ShadowFilterShaderV )
 {   
-   DXVertexShaderFile 	= "data/shaders/common/lighting/basic/shadowFilterV.hlsl";
-   DXPixelShaderFile 	= "data/shaders/common/lighting/basic/shadowFilterP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/lighting/basic/shadowFilterV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/lighting/basic/shadowFilterP.hlsl";
    
-   OGLVertexShaderFile  = "data/shaders/common/lighting/basic/gl/shadowFilterV.glsl";
-   OGLPixelShaderFile   = "data/shaders/common/lighting/basic/gl/shadowFilterP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/lighting/basic/gl/shadowFilterP.glsl";
 
    samplerNames[0] = "$diffuseMap";
 

+ 4 - 4
Templates/BaseGame/game/core/lighting/shadowMaps/init.cs

@@ -23,10 +23,10 @@
 
 new ShaderData(BlurDepthShader)
 {
-   DXVertexShaderFile = "data/shaders/common/lighting/shadowMap/boxFilterV.hlsl";
-   DXPixelShaderFile  = "data/shaders/common/lighting/shadowMap/boxFilterP.hlsl";
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
+   DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";
    
-   OGLVertexShaderFile = "data/shaders/common/lighting/shadowMap/gl/boxFilterV.glsl";
-   OGLPixelShaderFile = "data/shaders/common/lighting/shadowMap/gl/boxFilterP.glsl";
+   OGLVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterV.glsl";
+   OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/gl/boxFilterP.glsl";
    pixVersion = 2.0;
 };

+ 1 - 1
Templates/BaseGame/game/core/main.cs

@@ -39,7 +39,7 @@
 $Core::MissingTexturePath = "core/images/missingTexture";
 $Core::UnAvailableTexturePath = "core/images/unavailable";
 $Core::WarningTexturePath = "core/images/warnMat";
-$Core::CommonShaderPath = "data/shaders/common";
+$Core::CommonShaderPath = "core/shaders";
 
 /// This is the path used by ShaderGen to cache procedural
 /// shaders.  If left blank ShaderGen will only cache shaders

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/GammaPostFX.cs → Templates/BaseGame/game/core/postFX/GammaPostFX.cs

@@ -22,11 +22,11 @@
 
 singleton ShaderData( GammaShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/gammaP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/gammaP.hlsl";
 
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/gammaP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl";
    
    samplerNames[0] = "$backBuffer";
    samplerNames[1] = "$colorCorrectionTex";

+ 13 - 13
Templates/BaseGame/game/data/postFX/scripts/client/MLAA.cs → Templates/BaseGame/game/core/postFX/MLAA.cs

@@ -44,11 +44,11 @@ singleton GFXStateBlockData( MLAA_EdgeDetectStateBlock : PFX_DefaultStateBlock )
 
 singleton ShaderData( MLAA_EdgeDetectionShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/mlaa/offsetV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/mlaa/edgeDetectionP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/edgeDetectionP.hlsl";
 
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/mlaa/gl/offsetV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/mlaa/gl/edgeDetectionP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/mlaa/gl/edgeDetectionP.glsl";
 
    samplerNames[0] = "$colorMapG";
    samplerNames[1] = "$prepassMap";
@@ -73,11 +73,11 @@ singleton GFXStateBlockData( MLAA_BlendWeightCalculationStateBlock : PFX_Default
 
 singleton ShaderData( MLAA_BlendWeightCalculationShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/mlaa/passthruV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/mlaa/blendWeightCalculationP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/passthruV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/blendWeightCalculationP.hlsl";
 
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/mlaa/gl/passthruV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/mlaa/gl/blendWeightCalculationP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/mlaa/gl/passthruV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/mlaa/gl/blendWeightCalculationP.glsl";
 
    samplerNames[0] = "$edgesMap";
    samplerNames[1] = "$edgesMapL";
@@ -103,11 +103,11 @@ singleton GFXStateBlockData( MLAA_NeighborhoodBlendingStateBlock : PFX_DefaultSt
 
 singleton ShaderData( MLAA_NeighborhoodBlendingShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFx/mlaa/offsetV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFx/mlaa/neighborhoodBlendingP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/offsetV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/mlaa/neighborhoodBlendingP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFx/mlaa/gl/offsetV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/postFx/mlaa/gl/neighborhoodBlendingP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/mlaa/gl/offsetV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/mlaa/gl/neighborhoodBlendingP.glsl";
 
    samplerNames[0] = "$blendMap";
    samplerNames[1] = "$colorMapL";
@@ -162,7 +162,7 @@ singleton PostEffect( MLAAFx )
 
       texture[0] = "$inTex"; // Edges mask    
       texture[1] = "$inTex"; // Edges mask 
-      texture[2] = "data/postFX/art/AreaMap33.dds";
+      texture[2] = "core/images/AreaMap33.dds";
    };
 
    new PostEffect()

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/MotionBlurFx.cs → Templates/BaseGame/game/core/postFX/MotionBlurFx.cs

@@ -22,11 +22,11 @@
 
 singleton ShaderData( PFX_MotionBlurShader )  
 {     
-   DXVertexShaderFile   = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";  //we use the bare-bones postFxV.hlsl
-   DXPixelShaderFile    = $Core::CommonShaderPath @ "/postFx/motionBlurP.hlsl";  //new pixel shader
+   DXVertexShaderFile   = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";  //we use the bare-bones postFxV.hlsl
+   DXPixelShaderFile    = $Core::CommonShaderPath @ "/postFX/motionBlurP.hlsl";  //new pixel shader
    
-   OGLVertexShaderFile   = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile    = $Core::CommonShaderPath @ "/postFx/gl/motionBlurP.glsl";
+   OGLVertexShaderFile   = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile    = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl";
    
    samplerNames[0] = "$backBuffer";
    samplerNames[1] = "$prepassTex";

+ 6 - 6
Templates/BaseGame/game/data/postFX/scripts/client/caustics.cs → Templates/BaseGame/game/core/postFX/caustics.cs

@@ -35,11 +35,11 @@ singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock )
 
 singleton ShaderData( PFX_CausticsShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/caustics/causticsP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/caustics/gl/causticsP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
       
    samplerNames[0] = "$prepassTex";
    samplerNames[1] = "$causticsTex0";
@@ -58,7 +58,7 @@ singleton PostEffect( CausticsPFX )
    shader = PFX_CausticsShader;
    stateBlock = PFX_CausticsStateBlock;
    texture[0] = "#prepass";
-   texture[1] = "data/postFX/art/caustics_1";
-   texture[2] = "data/postFX/art/caustics_2";
+   texture[1] = "core/images/caustics_1";
+   texture[2] = "core/images/caustics_2";
    target = "$backBuffer";
 };

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/chromaticLens.cs → Templates/BaseGame/game/core/postFX/chromaticLens.cs

@@ -45,11 +45,11 @@ singleton GFXStateBlockData( PFX_DefaultChromaticLensStateBlock )
 
 singleton ShaderData( PFX_ChromaticLensShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/chromaticLens.hlsl"; 
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/chromaticLens.hlsl"; 
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/chromaticLens.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/chromaticLens.glsl";
    
    samplerNames[0] = "$backBuffer";
    

+ 1 - 1
Templates/BaseGame/game/data/postFX/scripts/client/default.postfxpreset.cs → Templates/BaseGame/game/core/postFX/default.postfxpreset.cs

@@ -69,4 +69,4 @@ $PostFXManager::Settings::SSAO::sNormalPow = "1";
 $PostFXManager::Settings::SSAO::sNormalTol = "0";
 $PostFXManager::Settings::SSAO::sRadius = "0.1";
 $PostFXManager::Settings::SSAO::sStrength = "6";
-$PostFXManager::Settings::ColorCorrectionRamp = "data/postFX/art/null_color_ramp.png";
+$PostFXManager::Settings::ColorCorrectionRamp = "core/images/null_color_ramp.png";

+ 20 - 20
Templates/BaseGame/game/data/postFX/scripts/client/dof.cs → Templates/BaseGame/game/core/postFX/dof.cs

@@ -318,11 +318,11 @@ singleton GFXStateBlockData( PFX_DOFFinalStateBlock )
 
 singleton ShaderData( PFX_DOFDownSampleShader )
 {      
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_DownSample_V.hlsl";   
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_DownSample_P.hlsl";            
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_V.hlsl";   
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_P.hlsl";            
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_DownSample_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_DownSample_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_P.glsl";
    
    samplerNames[0] = "$colorSampler";
    samplerNames[1] = "$depthSampler";
@@ -332,11 +332,11 @@ singleton ShaderData( PFX_DOFDownSampleShader )
 
 singleton ShaderData( PFX_DOFBlurYShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_Gausian_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_Gausian_P.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_P.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_Gausian_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_Gausian_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_P.glsl";
    
    samplerNames[0] = "$diffuseMap";
    
@@ -351,11 +351,11 @@ singleton ShaderData( PFX_DOFBlurXShader : PFX_DOFBlurYShader )
 
 singleton ShaderData( PFX_DOFCalcCoCShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_CalcCoC_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_CalcCoC_P.hlsl";         
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_P.hlsl";         
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_CalcCoC_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_CalcCoC_P.glsl"; 
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_P.glsl"; 
 
    samplerNames[0] = "$shrunkSampler";
    samplerNames[1] = "$blurredSampler";
@@ -365,11 +365,11 @@ singleton ShaderData( PFX_DOFCalcCoCShader )
 
 singleton ShaderData( PFX_DOFSmallBlurShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_SmallBlur_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_SmallBlur_P.hlsl";            
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_P.hlsl";            
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_SmallBlur_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_SmallBlur_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_P.glsl";
 
    samplerNames[0] = "$colorSampler";
    
@@ -378,11 +378,11 @@ singleton ShaderData( PFX_DOFSmallBlurShader )
 
 singleton ShaderData( PFX_DOFFinalShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_Final_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/dof/DOF_Final_P.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_P.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_Final_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/dof/gl/DOF_Final_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_P.glsl";
    
    samplerNames[0] = "$colorSampler";
    samplerNames[1] = "$smallBlurSampler";

+ 12 - 12
Templates/BaseGame/game/data/postFX/scripts/client/edgeAA.cs → Templates/BaseGame/game/core/postFX/edgeAA.cs

@@ -34,11 +34,11 @@ singleton GFXStateBlockData( PFX_DefaultEdgeAAStateBlock )
 
 singleton ShaderData( PFX_EdgeAADetectShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/edgeaa/edgeDetectP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/edgeaa/gl/edgeDetectP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
       
    samplerNames[0] = "$prepassBuffer";
    
@@ -47,11 +47,11 @@ singleton ShaderData( PFX_EdgeAADetectShader )
 
 singleton ShaderData( PFX_EdgeAAShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/edgeaa/edgeAAV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/edgeaa/edgeAAP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/edgeaa/gl/edgeAAV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/edgeaa/gl/edgeAAP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAP.glsl";
       
    samplerNames[0] = "$edgeBuffer";
    samplerNames[1] = "$backBuffer";
@@ -61,11 +61,11 @@ singleton ShaderData( PFX_EdgeAAShader )
 
 singleton ShaderData( PFX_EdgeAADebugShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/edgeaa/dbgEdgeDisplayP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/edgeaa/gl/dbgEdgeDisplayP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl";
       
    samplerNames[0] = "$edgeBuffer";
    

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/flash.cs → Templates/BaseGame/game/core/postFX/flash.cs

@@ -22,11 +22,11 @@
 
 singleton ShaderData( PFX_FlashShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/flashP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/flashP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/flashP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl";
    
    samplerNames[0] = "$backBuffer";
 

+ 8 - 8
Templates/BaseGame/game/data/postFX/scripts/client/fog.cs → Templates/BaseGame/game/core/postFX/fog.cs

@@ -26,11 +26,11 @@
 
 singleton ShaderData( FogPassShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/fogP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/fogP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/fogP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
             
    samplerNames[0] = "$prepassTex";
    
@@ -73,11 +73,11 @@ singleton PostEffect( FogPostFx )
 
 singleton ShaderData( UnderwaterFogPassShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/underwaterFogP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/underwaterFogP.hlsl";
          
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/underwaterFogP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl";
             
    samplerNames[0] = "$prepassTex";
    samplerNames[1] = "$backbuffer";

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/fxaa.cs → Templates/BaseGame/game/core/postFX/fxaa.cs

@@ -36,11 +36,11 @@ singleton GFXStateBlockData( FXAA_StateBlock : PFX_DefaultStateBlock )
 
 singleton ShaderData( FXAA_ShaderData )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/fxaa/fxaaV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/fxaa/fxaaP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/fxaa/fxaaV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/fxaa/fxaaP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/fxaa/gl/fxaaV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/fxaa/gl/fxaaP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaP.glsl";
    
    samplerNames[0] = "$colorTex";
 

+ 12 - 12
Templates/BaseGame/game/data/postFX/scripts/client/glow.cs → Templates/BaseGame/game/core/postFX/glow.cs

@@ -23,11 +23,11 @@
 
 singleton ShaderData( PFX_GlowBlurVertShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/glowBlurV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/glowBlurP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/glowBlurP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/gl/glowBlurV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/glowBlurP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/glowBlurP.glsl";
       
    defines = "BLUR_DIR=float2(0.0,1.0)";
 
@@ -109,11 +109,11 @@ singleton PostEffect( GlowPostFx )
 
 singleton ShaderData( PFX_VolFogGlowBlurVertShader )
 {
-	DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/glowBlurV.hlsl";
-	DXPixelShaderFile = $Core::CommonShaderPath @ "/postFx/VolFogGlowP.hlsl";
+	DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
+	DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
 	
-	OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFx/gl/glowBlurV.glsl";
-	OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFx/gl/VolFogGlowP.glsl";	
+	OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
+	OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";	
 	
 	defines = "BLUR_DIR=float2(0.0,1.0)";
 	samplerNames[0] = "$diffuseMap";
@@ -121,11 +121,11 @@ singleton ShaderData( PFX_VolFogGlowBlurVertShader )
 };
 singleton ShaderData( PFX_VolFogGlowBlurHorzShader : PFX_VolFogGlowBlurVertShader )
 {
-	DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/glowBlurV.hlsl";
-	DXPixelShaderFile = $Core::CommonShaderPath @ "/postFx/VolFogGlowP.hlsl";
+	DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
+	DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
 	
-	OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFx/gl/glowBlurV.glsl";
-	OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFx/gl/VolFogGlowP.glsl";
+	OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
+	OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";
 	
 	defines = "BLUR_DIR=float2(1.0,0.0)";
 };

+ 37 - 37
Templates/BaseGame/game/data/postFX/scripts/client/hdr.cs → Templates/BaseGame/game/core/postFX/hdr.cs

@@ -70,15 +70,15 @@ $HDRPostFX::gaussStdDev = 0.8;
 /// The 1x255 color correction ramp texture used
 /// by both the HDR shader and the GammaPostFx shader
 /// for doing full screen color correction. 
-$HDRPostFX::colorCorrectionRamp = "data/postFX/art/null_color_ramp.png";
+$HDRPostFX::colorCorrectionRamp = "core/images/null_color_ramp.png";
 
 
 singleton ShaderData( HDR_BrightPassShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/brightPassFilterP.hlsl";   
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/brightPassFilterP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl";   
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl";
    
    samplerNames[0] = "$inputTex";
    samplerNames[1] = "$luminanceTex";
@@ -88,10 +88,10 @@ singleton ShaderData( HDR_BrightPassShader )
 
 singleton ShaderData( HDR_DownScale4x4Shader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/downScale4x4V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/downScale4x4P.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/hdr/gl/downScale4x4V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/downScale4x4P.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4P.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4P.glsl";
    
    samplerNames[0] = "$inputTex";
    
@@ -100,10 +100,10 @@ singleton ShaderData( HDR_DownScale4x4Shader )
 
 singleton ShaderData( HDR_BloomGaussBlurHShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/bloomGaussBlurHP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/bloomGaussBlurHP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl";
    
    samplerNames[0] = "$inputTex";
    
@@ -112,10 +112,10 @@ singleton ShaderData( HDR_BloomGaussBlurHShader )
 
 singleton ShaderData( HDR_BloomGaussBlurVShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/bloomGaussBlurVP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/bloomGaussBlurVP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl";
    
    samplerNames[0] = "$inputTex";
    
@@ -124,10 +124,10 @@ singleton ShaderData( HDR_BloomGaussBlurVShader )
 
 singleton ShaderData( HDR_SampleLumShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/sampleLumInitialP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/sampleLumInitialP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl";
    
    samplerNames[0] = "$inputTex";
    
@@ -136,10 +136,10 @@ singleton ShaderData( HDR_SampleLumShader )
 
 singleton ShaderData( HDR_DownSampleLumShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/sampleLumIterativeP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/sampleLumIterativeP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl";
    
    samplerNames[0] = "$inputTex";
    
@@ -148,10 +148,10 @@ singleton ShaderData( HDR_DownSampleLumShader )
 
 singleton ShaderData( HDR_CalcAdaptedLumShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/calculateAdaptedLumP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/calculateAdaptedLumP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl";
    
    samplerNames[0] = "$currLum";
    samplerNames[1] = "$lastAdaptedLum";
@@ -161,10 +161,10 @@ singleton ShaderData( HDR_CalcAdaptedLumShader )
 
 singleton ShaderData( HDR_CombineShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/finalPassCombineP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/finalPassCombineP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl";
    
    samplerNames[0] = "$sceneTex";
    samplerNames[1] = "$luminanceTex";
@@ -475,10 +475,10 @@ singleton PostEffect( HDRPostFX )
 
 singleton ShaderData( LuminanceVisShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/hdr/luminanceVisP.hlsl";
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/hdr/gl/luminanceVisP.glsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/hdr/luminanceVisP.hlsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/hdr/gl/luminanceVisP.glsl";
    
    samplerNames[0] = "$inputTex";
    

+ 8 - 8
Templates/BaseGame/game/data/postFX/scripts/client/lightRay.cs → Templates/BaseGame/game/core/postFX/lightRay.cs

@@ -32,11 +32,11 @@ $LightRayPostFX::resolutionScale = 1.0;
 
 singleton ShaderData( LightRayOccludeShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/lightRay/lightRayOccludeP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/lightRay/lightRayOccludeP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/lightRay/gl/lightRayOccludeP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl";
    
    samplerNames[0] = "$backBuffer";
    samplerNames[1] = "$prepassTex";
@@ -46,11 +46,11 @@ singleton ShaderData( LightRayOccludeShader )
 
 singleton ShaderData( LightRayShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/lightRay/lightRayP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/lightRay/lightRayP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/lightRay/gl/lightRayP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayP.glsl";
    
    samplerNames[0] = "$frameSampler";
    samplerNames[1] = "$backBuffer";

+ 10 - 10
Templates/BaseGame/game/data/postFX/scripts/client/ovrBarrelDistortion.cs → Templates/BaseGame/game/core/postFX/ovrBarrelDistortion.cs

@@ -30,11 +30,11 @@ if(!isFunction(isOculusVRDeviceActive))
 
 singleton ShaderData( OVRMonoToStereoShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/oculusvr/monoToStereoP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/oculusvr/monoToStereoP.hlsl";
    
-   //OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/gl/postFxV.hlsl";
-   //OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/oculusvr/gl/monoToStereoP.glsl";
+   //OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/gl/postFxV.hlsl";
+   //OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/monoToStereoP.glsl";
    
    samplerNames[0] = "$backBuffer";
 
@@ -43,11 +43,11 @@ singleton ShaderData( OVRMonoToStereoShader )
 
 singleton ShaderData( OVRBarrelDistortionShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/oculusvr/barrelDistortionP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionP.hlsl";
    
-   //OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/gl/postFxV.glsl";
-   //OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/oculusvr/gl/barrelDistortionP.glsl";
+   //OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   //OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/oculusvr/gl/barrelDistortionP.glsl";
    
    samplerNames[0] = "$backBuffer";
 
@@ -56,8 +56,8 @@ singleton ShaderData( OVRBarrelDistortionShader )
 
 singleton ShaderData( OVRBarrelDistortionChromaShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/oculusvr/barrelDistortionChromaP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/oculusvr/barrelDistortionChromaP.hlsl";
 
    pixVersion = 2.0;   
 };

+ 1 - 1
Templates/BaseGame/game/data/postFX/scripts/gui/postFxManager.gui → Templates/BaseGame/game/core/postFX/postFxManager.gui

@@ -2526,7 +2526,7 @@
                sinkAllKeyEvents = "0";
                password = "0";
                passwordMask = "*";
-               text = "data/postFX/art/null_color_ramp.png";
+               text = "core/images/null_color_ramp.png";
                maxLength = "1024";
                margin = "0 0 0 0";
                padding = "0 0 0 0";

+ 1 - 1
Templates/BaseGame/game/data/postFX/scripts/client/postFxManager.gui.cs → Templates/BaseGame/game/core/postFX/postFxManager.gui.cs

@@ -437,7 +437,7 @@ function ppColorCorrection_selectFile()
 function ppColorCorrection_selectFileHandler( %filename )
 {
    if ( %filename $= "" || !isFile( %filename ) )
-      %filename = "data/postFX/art/null_color_ramp.png";
+      %filename = "core/images/null_color_ramp.png";
    else
       %filename = makeRelativePath( %filename, getMainDotCsDir() );
             

+ 1 - 1
Templates/BaseGame/game/data/postFX/scripts/client/postFxManager.gui.settings.cs → Templates/BaseGame/game/core/postFX/postFxManager.gui.settings.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-$PostFXManager::defaultPreset  = "data/postFX/scripts/client/default.postfxpreset.cs";
+$PostFXManager::defaultPreset  = "core/postFX/default.postfxpreset.cs";
 
 function PostFXManager::settingsSetEnabled(%this, %bEnablePostFX)
 {

+ 0 - 0
Templates/BaseGame/game/data/postFX/scripts/client/postFxManager.persistance.cs → Templates/BaseGame/game/core/postFX/postFxManager.persistance.cs


+ 13 - 13
Templates/BaseGame/game/data/postFX/scripts/client/ssao.cs → Templates/BaseGame/game/core/postFX/ssao.cs

@@ -150,11 +150,11 @@ singleton GFXStateBlockData( SSAOBlurStateBlock : PFX_DefaultStateBlock )
 
 singleton ShaderData( SSAOShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/ssao/SSAO_P.hlsl";            
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/ssao/SSAO_P.hlsl";            
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/ssao/gl/SSAO_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl";
 
    samplerNames[0] = "$prepassMap";
    samplerNames[1] = "$randNormalTex";
@@ -165,11 +165,11 @@ singleton ShaderData( SSAOShader )
 
 singleton ShaderData( SSAOBlurYShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/ssao/SSAO_Blur_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/ssao/SSAO_Blur_P.hlsl";   
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/ssao/SSAO_Blur_P.hlsl";   
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/ssao/gl/SSAO_Blur_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/ssao/gl/SSAO_Blur_P.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_P.glsl";
    
    samplerNames[0] = "$occludeMap";
    samplerNames[1] = "$prepassMap";
@@ -200,7 +200,7 @@ singleton PostEffect( SSAOPostFx )
    stateBlock = SSAOStateBlock;
          
    texture[0] = "#prepass";         
-   texture[1] = "data/postFX/art/noise.png";
+   texture[1] = "core/images/noise.png";
    texture[2] = "#ssao_pow_table";
    
    target = "$outTex";
@@ -279,11 +279,11 @@ singleton PostEffect( SSAOVizPostFx )
 
 singleton ShaderData( SSAOPowTableShader )
 {
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/ssao/SSAO_PowerTable_V.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/ssao/SSAO_PowerTable_P.hlsl";            
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_V.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/ssao/SSAO_PowerTable_P.hlsl";            
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/ssao/gl/SSAO_PowerTable_V.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/ssao/gl/SSAO_PowerTable_P.glsl";   
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_V.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_PowerTable_P.glsl";   
    
    pixVersion = 2.0;
 };

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/turbulence.cs → Templates/BaseGame/game/core/postFX/turbulence.cs

@@ -32,11 +32,11 @@ singleton GFXStateBlockData( PFX_TurbulenceStateBlock : PFX_DefaultStateBlock)
   
 singleton ShaderData( PFX_TurbulenceShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/turbulenceP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/turbulenceP.hlsl";
            
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/turbulenceP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/turbulenceP.glsl";
            
    samplerNames[0] = "$inputTex";
    pixVersion = 3.0;

+ 4 - 4
Templates/BaseGame/game/data/postFX/scripts/client/vignette.cs → Templates/BaseGame/game/core/postFX/vignette.cs

@@ -25,11 +25,11 @@ $VignettePostEffect::VMin = 0.2;
 
 singleton ShaderData( VignetteShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/vignette/VignetteP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/vignette/VignetteP.hlsl";
    
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/vignette/gl/VignetteP.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/vignette/gl/VignetteP.glsl";
    
    samplerNames[0] = "$backBuffer";
    

+ 29 - 4
Templates/BaseGame/game/core/postFx.cs

@@ -22,17 +22,42 @@
 
 singleton ShaderData( PFX_PassthruShader )
 {   
-   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
-   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFx/passthruP.hlsl";
+   DXVertexShaderFile 	= $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+   DXPixelShaderFile 	= $Core::CommonShaderPath @ "/postFX/passthruP.hlsl";
          
-//   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/postFxV.glsl";
-//   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFx/gl/passthruP.glsl";
+//   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/postFxV.glsl";
+//   OGLPixelShaderFile   = $Core::CommonShaderPath @ "/postFX/gl/passthruP.glsl";
       
    samplerNames[0] = "$inputTex";
    
    pixVersion = 2.0;
 };
 
+function postFXInit()
+{
+   exec("./postFX/postFxManager.gui");
+   
+   //Load the core postFX files themselves
+   if (!$Server::Dedicated)
+   {
+      //init the postFX
+      %pattern = "core/postFX/*.cs";   
+      %file = findFirstFile( %pattern );
+      if ( %file $= "" )
+      {
+         // Try for DSOs next.
+         %pattern = "core/postFX/*.cs.dso";
+         %file = findFirstFile( %pattern );
+      }
+      
+      while( %file !$= "" )
+      {      
+         exec( %file );
+         %file = findNextFile( %pattern );
+      }
+   }
+}
+
 function PostEffect::inspectVars( %this )
 {
    %name = %this.getName(); 

+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/VFogP.hlsl → Templates/BaseGame/game/core/shaders/VolumetricFog/VFogP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/VFogPreP.hlsl → Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/VFogPreV.hlsl → Templates/BaseGame/game/core/shaders/VolumetricFog/VFogPreV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/VFogRefl.hlsl → Templates/BaseGame/game/core/shaders/VolumetricFog/VFogRefl.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/VFogV.hlsl → Templates/BaseGame/game/core/shaders/VolumetricFog/VFogV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/gl/VFogP.glsl → Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/gl/VFogPreP.glsl → Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/gl/VFogPreV.glsl → Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogPreV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/gl/VFogRefl.glsl → Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogRefl.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/VolumetricFog/gl/VFogV.glsl → Templates/BaseGame/game/core/shaders/VolumetricFog/gl/VFogV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/basicCloudsP.hlsl → Templates/BaseGame/game/core/shaders/basicCloudsP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/basicCloudsV.hlsl → Templates/BaseGame/game/core/shaders/basicCloudsV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/cloudLayerP.hlsl → Templates/BaseGame/game/core/shaders/cloudLayerP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/cloudLayerV.hlsl → Templates/BaseGame/game/core/shaders/cloudLayerV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/addColorTextureP.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/addColorTextureV.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/addColorTextureV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/colorP.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/colorP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/colorV.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/colorV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/addColorTextureP.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/addColorTextureV.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/addColorTextureV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/colorP.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/colorV.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/colorV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/modColorTextureP.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/modColorTextureV.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/modColorTextureV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/targetRestoreP.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/targetRestoreV.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/targetRestoreV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/textureP.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/gl/textureV.glsl → Templates/BaseGame/game/core/shaders/fixedFunction/gl/textureV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/modColorTextureP.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/modColorTextureV.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/modColorTextureV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/targetRestoreP.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/targetRestoreV.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/targetRestoreV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/textureP.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/textureP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fixedFunction/textureV.hlsl → Templates/BaseGame/game/core/shaders/fixedFunction/textureV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/foliage.hlsl → Templates/BaseGame/game/core/shaders/foliage.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fxFoliageReplicatorP.hlsl → Templates/BaseGame/game/core/shaders/fxFoliageReplicatorP.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/fxFoliageReplicatorV.hlsl → Templates/BaseGame/game/core/shaders/fxFoliageReplicatorV.hlsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/basicCloudsP.glsl → Templates/BaseGame/game/core/shaders/gl/basicCloudsP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/basicCloudsV.glsl → Templates/BaseGame/game/core/shaders/gl/basicCloudsV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/blurP.glsl → Templates/BaseGame/game/core/shaders/gl/blurP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/blurV.glsl → Templates/BaseGame/game/core/shaders/gl/blurV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/cloudLayerP.glsl → Templates/BaseGame/game/core/shaders/gl/cloudLayerP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/cloudLayerV.glsl → Templates/BaseGame/game/core/shaders/gl/cloudLayerV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/foliage.glsl → Templates/BaseGame/game/core/shaders/gl/foliage.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/fxFoliageReplicatorP.glsl → Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/fxFoliageReplicatorV.glsl → Templates/BaseGame/game/core/shaders/gl/fxFoliageReplicatorV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/guiMaterialV.glsl → Templates/BaseGame/game/core/shaders/gl/guiMaterialV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/hlslCompat.glsl → Templates/BaseGame/game/core/shaders/gl/hlslCompat.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/imposter.glsl → Templates/BaseGame/game/core/shaders/gl/imposter.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/lighting.glsl → Templates/BaseGame/game/core/shaders/gl/lighting.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/particleCompositeP.glsl → Templates/BaseGame/game/core/shaders/gl/particleCompositeP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/particleCompositeV.glsl → Templates/BaseGame/game/core/shaders/gl/particleCompositeV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/particlesP.glsl → Templates/BaseGame/game/core/shaders/gl/particlesP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/particlesV.glsl → Templates/BaseGame/game/core/shaders/gl/particlesV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/planarReflectBumpP.glsl → Templates/BaseGame/game/core/shaders/gl/planarReflectBumpP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/planarReflectBumpV.glsl → Templates/BaseGame/game/core/shaders/gl/planarReflectBumpV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/planarReflectP.glsl → Templates/BaseGame/game/core/shaders/gl/planarReflectP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/planarReflectV.glsl → Templates/BaseGame/game/core/shaders/gl/planarReflectV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/precipP.glsl → Templates/BaseGame/game/core/shaders/gl/precipP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/precipV.glsl → Templates/BaseGame/game/core/shaders/gl/precipV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/projectedShadowP.glsl → Templates/BaseGame/game/core/shaders/gl/projectedShadowP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/projectedShadowV.glsl → Templates/BaseGame/game/core/shaders/gl/projectedShadowV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/scatterSkyP.glsl → Templates/BaseGame/game/core/shaders/gl/scatterSkyP.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/scatterSkyV.glsl → Templates/BaseGame/game/core/shaders/gl/scatterSkyV.glsl


+ 0 - 0
Templates/BaseGame/game/data/shaders/common/gl/torque.glsl → Templates/BaseGame/game/core/shaders/gl/torque.glsl


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