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postfFx to postFX dir listing fixes

AzaezelX 4 ani în urmă
părinte
comite
e8ca1a6705

+ 2 - 2
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs

@@ -296,10 +296,10 @@ singleton shaderData( PrefiterCubemapShader )
 //
 singleton ShaderData( PFX_ReflectionProbeArray )
 {
-   DXVertexShaderFile   = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
+   DXVertexShaderFile   = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/lighting/advanced/reflectionProbeArrayP.hlsl";
 
-   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFx/gl/postFxV.glsl";
+   OGLVertexShaderFile  = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
    OGLPixelShaderFile   = $Core::CommonShaderPath @ "/lighting/advanced/gl/reflectionProbeArrayP.glsl";
    
    samplerNames[0] = "$deferredBuffer";

+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs

@@ -1,6 +1,6 @@
 singleton ShaderData( DeferredColorShader )
 {
-   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFx/postFxV.hlsl";
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/deferredColorShaderP.hlsl";
    
    OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";

+ 3 - 3
Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs

@@ -6,11 +6,11 @@
 
 singleton ShaderData( PFX_afxHighlightShader )
 {
-   DXVertexShaderFile   = "shaders/common/postFx/postFxV.hlsl";
+   DXVertexShaderFile   = "shaders/common/postFX/postFxV.hlsl";
    DXPixelShaderFile    = "shaders/AFX/afxPostFX_Highlight_P.hlsl";
 
-   //OGLVertexShaderFile  = "shaders/common/postFx/gl//postFxV.glsl";
-   //OGLPixelShaderFile   = "shaders/common/postFx/gl/passthruP.glsl";
+   //OGLVertexShaderFile  = "shaders/common/postFX/gl//postFxV.glsl";
+   //OGLPixelShaderFile   = "shaders/common/postFX/gl/passthruP.glsl";
 
    samplerNames[0] = "$inputTex";
 

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/deferredShadingP.glsl

@@ -22,7 +22,7 @@
 
 #include "../../../gl/hlslCompat.glsl"
 #include "shadergen:/autogenConditioners.h"
-#include "../../../postFx/gl/postFx.glsl"
+#include "../../../postFX/gl/postFx.glsl"
 #include "../../../gl/torque.glsl"
 
 uniform sampler2D colorBufferTex;

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -1,4 +1,4 @@
-#include "../../postFx/postFx.hlsl"
+#include "../../postFX/postFx.hlsl"
 #include "../../shaderModel.hlsl"
 #include "../../shaderModelAutoGen.hlsl"
 #include "../../lighting.hlsl"

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterP.hlsl

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-#include "../../postFx/postFx.hlsl"
+#include "../../postFX/postFx.hlsl"
 
 TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
 

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/basic/shadowFilterV.hlsl

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-#include "../../postFx/postFx.hlsl"
+#include "../../postFX/postFx.hlsl"
 #include "../../torque.hlsl"
 
 float4 rtParams0;