Samuel Skiff 3 anni fa
parent
commit
ce1a542d69

+ 2 - 2
Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl

@@ -35,7 +35,7 @@ uniform float2 oneOverTargetSize;
 
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	#if defined(USE_DIRT)
+	#ifdef USE_DIRT
 		float edge = distance(IN.uv0, float2(0.5f, 0.5f));
 		float edge = distance(IN.uv0, float2(0.5f, 0.5f));
 		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
 		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
 		float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
 		float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
@@ -43,7 +43,7 @@ float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 	
 	
 	float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength;
 	float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength;
 	
 	
-	#if defined(USE_DIRT)
+	#ifdef USE_DIRT
 		upSample.rgb += upSample.rgb * dirt;
 		upSample.rgb += upSample.rgb * dirt;
 	#endif
 	#endif
 	
 	

+ 10 - 11
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl

@@ -20,7 +20,6 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-#include "core/rendering/shaders/gl/hlslCompat.glsl"
 #include "shadergen:/autogenConditioners.h"
 #include "shadergen:/autogenConditioners.h"
 
 
 uniform sampler2D inputTex;
 uniform sampler2D inputTex;
@@ -28,27 +27,27 @@ uniform sampler2D dirtTex;
 uniform float strength;
 uniform float strength;
 // XY: Dirt Texture Size/Scale
 // XY: Dirt Texture Size/Scale
 // Z: Dirt Effect Strength
 // Z: Dirt Effect Strength
-uniform float3 dirtParams;
+uniform vec3 dirtParams;
 // XY: Edge Min & Max Distance
 // XY: Edge Min & Max Distance
 // Z: Edge Min Value
 // Z: Edge Min Value
-uniform float3 edgeParams;
-uniform float2 oneOverTargetSize;
+uniform vec3 edgeParams;
+uniform vec2 oneOverTargetSize;
 
 
-in float2 uv0;
+in vec2 uv0;
 
 
-out float4 OUT_col;
+out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	#if defined(USE_DIRT)
-		float edge = distance(uv0, float2(0.5f, 0.5f));
+	#ifdef USE_DIRT
+		float edge = distance(uv0, vec2(0.5, 0.5));
 		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
 		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
-		float3 dirt = tex2D(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
+		vec3 dirt = texture(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
 	#endif
 	#endif
 	
 	
-	float4 upSample = tex2D(inputTex, uv0) * strength;
+	vec4 upSample = texture(inputTex, uv0) * strength;
 	
 	
-	#if defined(USE_DIRT)
+	#ifdef USE_DIRT
 		upSample.rgb += upSample.rgb * dirt;
 		upSample.rgb += upSample.rgb * dirt;
 	#endif
 	#endif
 	
 	

+ 4 - 5
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl

@@ -20,20 +20,19 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-#include "core/rendering/shaders/gl/hlslCompat.glsl"
 #include "shadergen:/autogenConditioners.h"
 #include "shadergen:/autogenConditioners.h"
 
 
 uniform sampler2D inputTex;
 uniform sampler2D inputTex;
 uniform float threshold;
 uniform float threshold;
 
 
-in float2 uv0;
+in vec2 uv0;
 
 
-out float4 OUT_col;
+out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	float4 screenColor = tex2D(inputTex, uv0);
+	vec4 screenColor = texture(inputTex, uv0);
 	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
 	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
-	float contribution = saturate(brightness - threshold) / max(brightness, 0.0001);
+	float contribution = clamp(brightness - threshold) / max(brightness, 0.0001, 0.0, 1.0);
 	OUT_col = screenColor * contribution;
 	OUT_col = screenColor * contribution;
 }
 }

+ 17 - 18
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl

@@ -20,41 +20,40 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-#include "core/rendering/shaders/gl/hlslCompat.glsl"
 #include "shadergen:/autogenConditioners.h"
 #include "shadergen:/autogenConditioners.h"
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
-const float3 KERNEL[9] = float3[](
-	float3( 0.0000, 0.0000, 0.2500),
-	float3( 1.0000, 0.0000, 0.1250),
-	float3( 0.0000, 1.0000, 0.1250),
-	float3(-1.0000, 0.0000, 0.1250),
-	float3( 0.0000,-1.0000, 0.1250),
-	float3( 1.0000, 1.0000, 0.0625),
-	float3( 1.0000,-1.0000, 0.0625),
-	float3(-1.0000,-1.0000, 0.0625),
-	float3(-1.0000, 1.0000, 0.0625)
+const vec3 KERNEL[9] = vec3[](
+	vec3( 0.0000, 0.0000, 0.2500),
+	vec3( 1.0000, 0.0000, 0.1250),
+	vec3( 0.0000, 1.0000, 0.1250),
+	vec3(-1.0000, 0.0000, 0.1250),
+	vec3( 0.0000,-1.0000, 0.1250),
+	vec3( 1.0000, 1.0000, 0.0625),
+	vec3( 1.0000,-1.0000, 0.0625),
+	vec3(-1.0000,-1.0000, 0.0625),
+	vec3(-1.0000, 1.0000, 0.0625)
 );
 );
 
 
 uniform sampler2D inputTex;
 uniform sampler2D inputTex;
-uniform float2 oneOverTargetSize;
+uniform vec2 oneOverTargetSize;
 
 
-in float2 uv0;
+in vec2 uv0;
 
 
-out float4 OUT_col;
+out vec4 OUT_col;
  
  
 void main()
 void main()
 {
 {
-	float4 downSample = float4(0, 0, 0, 0);
+	vec4 downSample = vec4(0, 0, 0, 0);
 	
 	
 	for (int i=0; i<KERNEL_SAMPLES; i++)
 	for (int i=0; i<KERNEL_SAMPLES; i++)
 	{
 	{
 		// XY: Sample Offset
 		// XY: Sample Offset
 		// Z: Sample Weight
 		// Z: Sample Weight
-		float3 offsetWeight = KERNEL[i];
-		float2 offsetXY = offsetWeight.xy * oneOverTargetSize;
+		vec3 offsetWeight = KERNEL[i];
+		vec2 offsetXY = offsetWeight.xy * oneOverTargetSize;
 		float weight = offsetWeight.z;
 		float weight = offsetWeight.z;
-		float4 sampleCol = tex2D(inputTex, uv0 + offsetXY);
+		vec4 sampleCol = texture(inputTex, uv0 + offsetXY);
 		downSample += sampleCol * weight;
 		downSample += sampleCol * weight;
 	}
 	}
 	
 	

+ 18 - 19
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl

@@ -20,47 +20,46 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-#include "core/rendering/shaders/gl/hlslCompat.glsl"
 #include "shadergen:/autogenConditioners.h"
 #include "shadergen:/autogenConditioners.h"
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
-const float3 KERNEL[9] = float3[](
-	float3( 0.0000, 0.0000, 0.5000),
-	float3( 1.0000, 0.0000, 0.0625),
-	float3( 0.0000, 1.0000, 0.0625),
-	float3(-1.0000, 0.0000, 0.0625),
-	float3( 0.0000,-1.0000, 0.0625),
-	float3( 0.7070, 0.7070, 0.0625),
-	float3( 0.7070,-0.7070, 0.0625),
-	float3(-0.7070,-0.7070, 0.0625),
-	float3(-0.7070, 0.7070, 0.0625)
+const vec3 KERNEL[9] = vec3[](
+	vec3( 0.0000, 0.0000, 0.5000),
+	vec3( 1.0000, 0.0000, 0.0625),
+	vec3( 0.0000, 1.0000, 0.0625),
+	vec3(-1.0000, 0.0000, 0.0625),
+	vec3( 0.0000,-1.0000, 0.0625),
+	vec3( 0.7070, 0.7070, 0.0625),
+	vec3( 0.7070,-0.7070, 0.0625),
+	vec3(-0.7070,-0.7070, 0.0625),
+	vec3(-0.7070, 0.7070, 0.0625)
 );
 );
 
 
 uniform sampler2D nxtTex;
 uniform sampler2D nxtTex;
 uniform sampler2D mipTex;
 uniform sampler2D mipTex;
 uniform float filterRadius;
 uniform float filterRadius;
-uniform float2 oneOverTargetSize;
+uniform vec2 oneOverTargetSize;
 
 
-in float2 uv0;
+in vec2 uv0;
 
 
-out float4 OUT_col;
+out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	float4 upSample = float4(0, 0, 0, 0);
+	vec4 upSample = vec4(0, 0, 0, 0);
 
 
 	for (int i=0; i<KERNEL_SAMPLES; i++)
 	for (int i=0; i<KERNEL_SAMPLES; i++)
 	{
 	{
 		// XY: Sample Offset
 		// XY: Sample Offset
 		// Z: Sample Weight
 		// Z: Sample Weight
-		float3 offsetWeight = KERNEL[i];
-		float2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
+		vec3 offsetWeight = KERNEL[i];
+		vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
 		float weight = offsetWeight.z;
 		float weight = offsetWeight.z;
-		float4 sampleCol = tex2D(mipTex, uv0 + offsetXY);
+		vec4 sampleCol = texture(mipTex, uv0 + offsetXY);
 		upSample += sampleCol * weight;
 		upSample += sampleCol * weight;
 	}
 	}
 	
 	
-	upSample = (tex2D(nxtTex, uv0) + upSample);
+	upSample = texture(nxtTex, uv0) + upSample;
 	
 	
 	OUT_col = upSample;
 	OUT_col = upSample;
 }
 }

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Bloom/upSampleP.hlsl

@@ -56,7 +56,7 @@ float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 		upSample += sampleCol * weight;
 		upSample += sampleCol * weight;
 	}
 	}
 	
 	
-	upSample = (TORQUE_TEX2D(nxtTex, IN.uv0) + upSample);
+	upSample = TORQUE_TEX2D(nxtTex, IN.uv0) + upSample;
 	
 	
 	return upSample;
 	return upSample;
 }
 }