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Convert Tabs to Space & Enable Glow Effect

Samuel Skiff 3 years ago
parent
commit
e9be30b932

+ 30 - 30
Templates/BaseGame/game/core/postFX/scripts/Bloom/BloomPostFX.tscript

@@ -39,8 +39,8 @@ singleton ShaderData( Bloom_ThresholdShader )
 {
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./bloomThresholdP.hlsl";
    DXPixelShaderFile  = "./bloomThresholdP.hlsl";
-	 OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
-	 OGLPixelShaderFile = "./gl/bloomThresholdP.glsl";
+   OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile = "./gl/bloomThresholdP.glsl";
    
    
    samplerNames[0] = "$inputTex";
    samplerNames[0] = "$inputTex";
    
    
@@ -51,8 +51,8 @@ singleton ShaderData( Bloom_DownSampleShader )
 {
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./downSampleP.hlsl";
    DXPixelShaderFile  = "./downSampleP.hlsl";
-	 OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
-	 OGLPixelShaderFile = "./gl/downSampleP.glsl";
+   OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile = "./gl/downSampleP.glsl";
    
    
    samplerNames[0] = "$inputTex";
    samplerNames[0] = "$inputTex";
    
    
@@ -63,8 +63,8 @@ singleton ShaderData( Bloom_UpSampleShader )
 {
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./upSampleP.hlsl";
    DXPixelShaderFile  = "./upSampleP.hlsl";
-	 OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
-	 OGLPixelShaderFile = "./gl/upSampleP.glsl";
+   OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile = "./gl/upSampleP.glsl";
    
    
    samplerNames[0] = "$nxtTex";
    samplerNames[0] = "$nxtTex";
    samplerNames[1] = "$mipTex";
    samplerNames[1] = "$mipTex";
@@ -76,8 +76,8 @@ singleton ShaderData( Bloom_StrengthShader )
 {
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./bloomStrengthP.hlsl";
    DXPixelShaderFile  = "./bloomStrengthP.hlsl";
-	 OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
-	 OGLPixelShaderFile = "./gl/bloomStrengthP.glsl";
+   OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
+   OGLPixelShaderFile = "./gl/bloomStrengthP.glsl";
    
    
    samplerNames[0] = "$inputTex";
    samplerNames[0] = "$inputTex";
    samplerNames[1] = "$dirtTex";
    samplerNames[1] = "$dirtTex";
@@ -122,11 +122,11 @@ function BloomPostFX::setShaderConsts( %this )
    %dirtScale = $PostFX::BloomPostFX::dirtScale;
    %dirtScale = $PostFX::BloomPostFX::dirtScale;
    %dirtIntensity = $PostFX::BloomPostFX::dirtIntensity;
    %dirtIntensity = $PostFX::BloomPostFX::dirtIntensity;
    %final.setShaderConst("$dirtParams", %dirtScale SPC %dirtScale SPC %dirtIntensity);
    %final.setShaderConst("$dirtParams", %dirtScale SPC %dirtScale SPC %dirtIntensity);
-	 
-	 %edgeMin = $PostFX::BloomPostFX::dirtEdgeMinDist;
-	 %edgeMax = $PostFX::BloomPostFX::dirtEdgeMaxDist;
-	 %edgeVal = $PostFX::BloomPostFX::dirtEdgeMinVal;
-	 %final.setShaderConst("$edgeParams", %edgeMin SPC %edgeMax SPC %edgeVal);
+   
+   %edgeMin = $PostFX::BloomPostFX::dirtEdgeMinDist;
+   %edgeMax = $PostFX::BloomPostFX::dirtEdgeMaxDist;
+   %edgeVal = $PostFX::BloomPostFX::dirtEdgeMinVal;
+   %final.setShaderConst("$edgeParams", %edgeMin SPC %edgeMax SPC %edgeVal);
 }
 }
 
 
 function BloomPostFX::preProcess( %this )
 function BloomPostFX::preProcess( %this )
@@ -146,11 +146,11 @@ function BloomPostFX::preProcess( %this )
   
   
   if(%this.dirtImage !$= $PostFX::BloomPostFX::dirtImage)
   if(%this.dirtImage !$= $PostFX::BloomPostFX::dirtImage)
   {
   {
-		if ($PostFX::BloomPostFX::dirtImage $= "")
-			$PostFX::BloomPostFX::dirtImage = "core/postFX/images/lensDirt.png";
-		
-		%this.dirtImage = $PostFX::BloomPostFX::dirtImage;
-		
+    if ($PostFX::BloomPostFX::dirtImage $= "")
+      $PostFX::BloomPostFX::dirtImage = "core/postFX/images/lensDirt.png";
+    
+    %this.dirtImage = $PostFX::BloomPostFX::dirtImage;
+    
     %final = %this->bloomFinal;
     %final = %this->bloomFinal;
     %final.setTexture(1, %this.dirtImage);
     %final.setTexture(1, %this.dirtImage);
   }
   }
@@ -168,7 +168,7 @@ function BloomPostFX::SetupBlurFX( %this )
      stateBlock = Bloom_SampleStateBlock;
      stateBlock = Bloom_SampleStateBlock;
      texture[0] = "#threshold";
      texture[0] = "#threshold";
      target = "#bloom_0";
      target = "#bloom_0";
-		 targetScale = "0.5 0.5";
+     targetScale = "0.5 0.5";
      targetFormat = %this.mipTexFormat;
      targetFormat = %this.mipTexFormat;
    };
    };
   
   
@@ -206,8 +206,8 @@ function BloomPostFX::SetupBlurFX( %this )
        texture[0] = %nxt;
        texture[0] = %nxt;
        texture[1] = %textureName;
        texture[1] = %textureName;
        target = "#" @ %mipName;
        target = "#" @ %mipName;
-			 targetScale = "1.0 1.0";
-			 targetFormat = %this.mipTexFormat;
+       targetScale = "1.0 1.0";
+       targetFormat = %this.mipTexFormat;
      };
      };
      
      
      %blurFX.add(%mipFX);
      %blurFX.add(%mipFX);
@@ -250,9 +250,9 @@ function BloomPostFX::populatePostFXSettings(%this)
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEnabled", "Enable Dirt", "bool", "", $PostFX::BloomPostFX::dirtEnabled, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEnabled", "Enable Dirt", "bool", "", $PostFX::BloomPostFX::dirtEnabled, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtScale", "Scale", "float", "", $PostFX::BloomPostFX::dirtScale, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtScale", "Scale", "float", "", $PostFX::BloomPostFX::dirtScale, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtIntensity", "Intensity", "float", "", $PostFX::BloomPostFX::dirtIntensity, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtIntensity", "Intensity", "float", "", $PostFX::BloomPostFX::dirtIntensity, "");
-	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMinDist", "Min Dist", "range", "", $PostFX::BloomPostFX::dirtEdgeMinDist, "0 1 10");
-	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMaxDist", "Max Dist", "range", "", $PostFX::BloomPostFX::dirtEdgeMaxDist, "0 1 10");
-	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMinVal", "Min Value", "range", "", $PostFX::BloomPostFX::dirtEdgeMinVal, "0 1 10");
+   PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMinDist", "Min Dist", "range", "", $PostFX::BloomPostFX::dirtEdgeMinDist, "0 1 10");
+   PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMaxDist", "Max Dist", "range", "", $PostFX::BloomPostFX::dirtEdgeMaxDist, "0 1 10");
+   PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtEdgeMinVal", "Min Value", "range", "", $PostFX::BloomPostFX::dirtEdgeMinVal, "0 1 10");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtImage", "Dirt Image", "image", "", $PostFX::BloomPostFX::dirtImage, "");
    PostEffectEditorInspector.addField("$PostFX::BloomPostFX::dirtImage", "Dirt Image", "image", "", $PostFX::BloomPostFX::dirtImage, "");
    PostEffectEditorInspector.endGroup();
    PostEffectEditorInspector.endGroup();
 }
 }
@@ -289,18 +289,18 @@ function BloomPostFX::savePresetSettings(%this)
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtScale");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtScale");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtIntensity");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtIntensity");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtImage");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtImage");
-	 
-	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMinDist");
-	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMaxDist");
-	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMinVal");
+   
+   PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMinDist");
+   PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMaxDist");
+   PostFXManager::savePresetSetting("$PostFX::BloomPostFX::dirtEdgeMinVal");
 }
 }
 
 
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( BloomPostFX )
 singleton PostEffect( BloomPostFX )
 {
 {
    mipsCount = 5;
    mipsCount = 5;
-	 mipTexFormat = "GFXFormatR16G16B16A16F";
-	 
+   mipTexFormat = "GFXFormatR16G16B16A16F";
+   
    enabled = false;
    enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
    
    

+ 13 - 13
Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomStrengthP.hlsl

@@ -36,17 +36,17 @@ uniform float2 oneOverTargetSize;
 
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	#ifdef USE_DIRT
-		float edge = distance(IN.uv0, float2(0.5f, 0.5f));
-		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
-		float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
-	#endif
-	
-	float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength;
-	
-	#ifdef USE_DIRT
-		upSample.rgb += upSample.rgb * dirt;
-	#endif
-	
-	return upSample * M_1OVER_PI_F;
+  #ifdef USE_DIRT
+    float edge = distance(IN.uv0, float2(0.5f, 0.5f));
+    edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
+    float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
+  #endif
+  
+  float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength;
+  
+  #ifdef USE_DIRT
+    upSample.rgb += upSample.rgb * dirt;
+  #endif
+  
+  return upSample * M_1OVER_PI_F;
 }
 }

+ 8 - 8
Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomThresholdP.hlsl

@@ -28,12 +28,12 @@ uniform float threshold;
 
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
-	float lum = hdrLuminance(screenColor.rgb);
-	
-	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
-	float contribution = saturate(brightness - threshold) / max(brightness, 0.0001f);
-	contribution = sqr(lum * contribution);
-	
-	return max(screenColor * sqr(contribution), 0.0001f);
+  float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
+  float lum = hdrLuminance(screenColor.rgb);
+  
+  float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
+  float contribution = saturate(brightness - threshold) / max(brightness, 0.0001f);
+  contribution = sqr(lum * contribution);
+  
+  return max(screenColor * sqr(contribution), 0.0001f);
 }
 }

+ 24 - 24
Templates/BaseGame/game/core/postFX/scripts/Bloom/downSampleP.hlsl

@@ -24,15 +24,15 @@
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
 static const float3 KERNEL[9] = {
 static const float3 KERNEL[9] = {
-	float3( 0.0000f, 0.0000f, 0.2500f),
-	float3( 1.0000f, 0.0000f, 0.1250f),
-	float3( 0.0000f, 1.0000f, 0.1250f),
-	float3(-1.0000f, 0.0000f, 0.1250f),
-	float3( 0.0000f,-1.0000f, 0.1250f),
-	float3( 1.0000f, 1.0000f, 0.0625f),
-	float3( 1.0000f,-1.0000f, 0.0625f),
-	float3(-1.0000f,-1.0000f, 0.0625f),
-	float3(-1.0000f, 1.0000f, 0.0625f)
+  float3( 0.0000f, 0.0000f, 0.2500f),
+  float3( 1.0000f, 0.0000f, 0.1250f),
+  float3( 0.0000f, 1.0000f, 0.1250f),
+  float3(-1.0000f, 0.0000f, 0.1250f),
+  float3( 0.0000f,-1.0000f, 0.1250f),
+  float3( 1.0000f, 1.0000f, 0.0625f),
+  float3( 1.0000f,-1.0000f, 0.0625f),
+  float3(-1.0000f,-1.0000f, 0.0625f),
+  float3(-1.0000f, 1.0000f, 0.0625f)
 };
 };
 
 
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
@@ -40,19 +40,19 @@ uniform float2 oneOverTargetSize;
  
  
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	float4 downSample = float4(0, 0, 0, 0);
-	
-	[unroll]
-	for (int i=0; i<KERNEL_SAMPLES; i++)
-	{
-		// XY: Sample Offset
-		// Z: Sample Weight
-		float3 offsetWeight = KERNEL[i];
-		float2 offset = offsetWeight.xy * oneOverTargetSize;
-		float weight = offsetWeight.z;
-		float4 sampleCol = TORQUE_TEX2D(inputTex, IN.uv0 + offset);
-		downSample += sampleCol * weight;
-	}
-	
-	return downSample;
+  float4 downSample = float4(0, 0, 0, 0);
+  
+  [unroll]
+  for (int i=0; i<KERNEL_SAMPLES; i++)
+  {
+    // XY: Sample Offset
+    // Z: Sample Weight
+    float3 offsetWeight = KERNEL[i];
+    float2 offset = offsetWeight.xy * oneOverTargetSize;
+    float weight = offsetWeight.z;
+    float4 sampleCol = TORQUE_TEX2D(inputTex, IN.uv0 + offset);
+    downSample += sampleCol * weight;
+  }
+  
+  return downSample;
 }
 }

+ 13 - 13
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomStrengthP.glsl

@@ -42,17 +42,17 @@ out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	#ifdef USE_DIRT
-		float edge = distance(IN_uv0, vec2(0.5, 0.5));
-		edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
-		vec3 dirt = texture(dirtTex, IN_uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
-	#endif
-	
-	vec4 upSample = texture(inputTex, IN_uv0) * strength;
-	
-	#ifdef USE_DIRT
-		upSample.rgb += upSample.rgb * dirt;
-	#endif
-	
-	OUT_col = upSample * M_1OVER_PI_F;
+  #ifdef USE_DIRT
+    float edge = distance(IN_uv0, vec2(0.5, 0.5));
+    edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
+    vec3 dirt = texture(dirtTex, IN_uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
+  #endif
+  
+  vec4 upSample = texture(inputTex, IN_uv0) * strength;
+  
+  #ifdef USE_DIRT
+    upSample.rgb += upSample.rgb * dirt;
+  #endif
+  
+  OUT_col = upSample * M_1OVER_PI_F;
 }
 }

+ 8 - 8
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/bloomThresholdP.glsl

@@ -34,12 +34,12 @@ out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	vec4 screenColor = texture(inputTex, IN_uv0);
-	float lum = hdrLuminance(screenColor.rgb);
-	
-	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
-	float contribution = clamp(brightness - threshold, 0.0, 1.0) / max(brightness, 0.0001);
-	contribution = sqr(lum * contribution);
-	
-	OUT_col = max(screenColor * sqr(contribution), 0.0001);
+  vec4 screenColor = texture(inputTex, IN_uv0);
+  float lum = hdrLuminance(screenColor.rgb);
+  
+  float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
+  float contribution = clamp(brightness - threshold, 0.0, 1.0) / max(brightness, 0.0001);
+  contribution = sqr(lum * contribution);
+  
+  OUT_col = max(screenColor * sqr(contribution), 0.0001);
 }
 }

+ 23 - 23
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/downSampleP.glsl

@@ -28,15 +28,15 @@
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
 const vec3 KERNEL[9] = vec3[](
 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)
+  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;
@@ -46,18 +46,18 @@ out vec4 OUT_col;
  
  
 void main()
 void main()
 {
 {
-	vec4 downSample = vec4(0, 0, 0, 0);
-	
-	for (int i=0; i<KERNEL_SAMPLES; i++)
-	{
-		// XY: Sample Offset
-		// Z: Sample Weight
-		vec3 offsetWeight = KERNEL[i];
-		vec2 offsetXY = offsetWeight.xy * oneOverTargetSize;
-		float weight = offsetWeight.z;
-		vec4 sampleCol = texture(inputTex, IN_uv0 + offsetXY);
-		downSample += sampleCol * weight;
-	}
-	
-	OUT_col = downSample;
+  vec4 downSample = vec4(0, 0, 0, 0);
+  
+  for (int i=0; i<KERNEL_SAMPLES; i++)
+  {
+    // XY: Sample Offset
+    // Z: Sample Weight
+    vec3 offsetWeight = KERNEL[i];
+    vec2 offsetXY = offsetWeight.xy * oneOverTargetSize;
+    float weight = offsetWeight.z;
+    vec4 sampleCol = texture(inputTex, IN_uv0 + offsetXY);
+    downSample += sampleCol * weight;
+  }
+  
+  OUT_col = downSample;
 }
 }

+ 24 - 24
Templates/BaseGame/game/core/postFX/scripts/Bloom/gl/upSampleP.glsl

@@ -28,15 +28,15 @@
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
 const vec3 KERNEL[9] = vec3[](
 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)
+  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;
@@ -48,20 +48,20 @@ out vec4 OUT_col;
 
 
 void main()
 void main()
 {
 {
-	vec4 upSample = vec4(0, 0, 0, 0);
+  vec4 upSample = vec4(0, 0, 0, 0);
 
 
-	for (int i=0; i<KERNEL_SAMPLES; i++)
-	{
-		// XY: Sample Offset
-		// Z: Sample Weight
-		vec3 offsetWeight = KERNEL[i];
-		vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
-		float weight = offsetWeight.z;
-		vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY);
-		upSample += sampleCol * weight;
-	}
-	
-	upSample = texture(nxtTex, IN_uv0) + upSample;
-	
-	OUT_col = upSample;
+  for (int i=0; i<KERNEL_SAMPLES; i++)
+  {
+    // XY: Sample Offset
+    // Z: Sample Weight
+    vec3 offsetWeight = KERNEL[i];
+    vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
+    float weight = offsetWeight.z;
+    vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY);
+    upSample += sampleCol * weight;
+  }
+  
+  upSample = texture(nxtTex, IN_uv0) + upSample;
+  
+  OUT_col = upSample;
 }
 }

+ 26 - 26
Templates/BaseGame/game/core/postFX/scripts/Bloom/upSampleP.hlsl

@@ -24,15 +24,15 @@
 
 
 #define KERNEL_SAMPLES 9
 #define KERNEL_SAMPLES 9
 static const float3 KERNEL[9] = {
 static const float3 KERNEL[9] = {
-	float3( 0.0000f, 0.0000f, 0.5000f),
-	float3( 1.0000f, 0.0000f, 0.0625f),
-	float3( 0.0000f, 1.0000f, 0.0625f),
-	float3(-1.0000f, 0.0000f, 0.0625f),
-	float3( 0.0000f,-1.0000f, 0.0625f),
-	float3( 0.7070f, 0.7070f, 0.0625f),
-	float3( 0.7070f,-0.7070f, 0.0625f),
-	float3(-0.7070f,-0.7070f, 0.0625f),
-	float3(-0.7070f, 0.7070f, 0.0625f)
+  float3( 0.0000f, 0.0000f, 0.5000f),
+  float3( 1.0000f, 0.0000f, 0.0625f),
+  float3( 0.0000f, 1.0000f, 0.0625f),
+  float3(-1.0000f, 0.0000f, 0.0625f),
+  float3( 0.0000f,-1.0000f, 0.0625f),
+  float3( 0.7070f, 0.7070f, 0.0625f),
+  float3( 0.7070f,-0.7070f, 0.0625f),
+  float3(-0.7070f,-0.7070f, 0.0625f),
+  float3(-0.7070f, 0.7070f, 0.0625f)
 };
 };
 
 
 TORQUE_UNIFORM_SAMPLER2D(nxtTex, 0);
 TORQUE_UNIFORM_SAMPLER2D(nxtTex, 0);
@@ -42,21 +42,21 @@ uniform float2 oneOverTargetSize;
 
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	float4 upSample = float4(0, 0, 0, 0);
-	
-	[unroll]
-	for (int i=0; i<KERNEL_SAMPLES; i++)
-	{
-		// XY: Sample Offset
-		// Z: Sample Weight
-		float3 offsetWeight = KERNEL[i];
-		float2 offset = offsetWeight.xy * oneOverTargetSize * filterRadius;
-		float weight = offsetWeight.z;
-		float4 sampleCol = TORQUE_TEX2D(mipTex, IN.uv0 + offset);
-		upSample += sampleCol * weight;
-	}
-	
-	upSample = TORQUE_TEX2D(nxtTex, IN.uv0) + upSample;
-	
-	return upSample;
+  float4 upSample = float4(0, 0, 0, 0);
+  
+  [unroll]
+  for (int i=0; i<KERNEL_SAMPLES; i++)
+  {
+    // XY: Sample Offset
+    // Z: Sample Weight
+    float3 offsetWeight = KERNEL[i];
+    float2 offset = offsetWeight.xy * oneOverTargetSize * filterRadius;
+    float weight = offsetWeight.z;
+    float4 sampleCol = TORQUE_TEX2D(mipTex, IN.uv0 + offset);
+    upSample += sampleCol * weight;
+  }
+  
+  upSample = TORQUE_TEX2D(nxtTex, IN.uv0) + upSample;
+  
+  return upSample;
 }
 }

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.tscript

@@ -77,7 +77,7 @@ singleton PostEffect( GlowPostFX )
    target = "$outTex";
    target = "$outTex";
    targetScale = "0.5 0.5";
    targetScale = "0.5 0.5";
    
    
-   enabled = false;
+   enabled = true;
                
                
    // Blur vertically
    // Blur vertically
    new PostEffect()
    new PostEffect()