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* Updated to latest version of Nifty GUI 1.3

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7270 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
sha..rd 14 years ago
parent
commit
6ed32b479c

BIN
engine/lib/niftygui/nifty-1.3-SNAPSHOT.jar


BIN
engine/lib/niftygui/nifty-default-controls-1.3-SNAPSHOT.jar


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engine/lib/niftygui/nifty-examples-1.3-SNAPSHOT.jar


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engine/lib/niftygui/nifty-style-black-1.3-SNAPSHOT.jar


+ 10 - 12
engine/src/core-data/Common/MatDefs/Post/bloomExtract15.frag

@@ -4,30 +4,28 @@ uniform COLORTEXTURE m_Texture;
 
 uniform float m_ExposurePow;
 uniform float m_ExposureCutoff;
-in vec2 texCoord;
 
+in vec2 texCoord;
 
 #ifdef HAS_GLOWMAP
   uniform sampler2D m_GlowMap;
 #endif
 
-void main(void)
-{ 
+void main(){
    vec4 color;
    #ifdef DO_EXTRACT
-
-    color = getColor(m_Texture, texCoord);
-    if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) {
-          color = vec4(0.0);
-    }else{
-          color = pow(color,vec4(m_ExposurePow));
-    }
+     color = getColor(m_Texture, texCoord);
+     if ( (color.r + color.g + color.b) / 3.0 < m_ExposureCutoff ) {
+         color = vec4(0.0);
+      }else{
+         color = pow(color, vec4(m_ExposurePow));
+      }
    #endif
 
    #ifdef HAS_GLOWMAP
         vec4 glowColor = texture2D( m_GlowMap, texCoord );
-        glowColor = pow(glowColor,vec4(m_ExposurePow));
-        color+=glowColor;
+        glowColor = pow(glowColor, vec4(m_ExposurePow));
+        color += glowColor;
    #endif
    
    gl_FragColor = color;

+ 5 - 5
engine/src/core-data/Common/ShaderLib/MultiSample.glsllib

@@ -1,6 +1,7 @@
 #extension GL_ARB_texture_multisample : enable
 uniform int m_NumSamples;
 uniform int m_NumSamplesDepth;
+
 #ifdef RESOLVE_MS
     #define COLORTEXTURE sampler2DMS
 #else
@@ -9,7 +10,6 @@ uniform int m_NumSamplesDepth;
 
 #ifdef RESOLVE_DEPTH_MS
     #define DEPTHTEXTURE sampler2DMS
-
 #else
     #define DEPTHTEXTURE sampler2D
 #endif
@@ -17,10 +17,10 @@ uniform int m_NumSamplesDepth;
 vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
       ivec2 iTexC = ivec2(texC * textureSize(tex));
       vec4 color = vec4(0.0);
-      for (int i=0;i<numSamples;i++){
+      for (int i = 0; i < numSamples; i++){
          color += texelFetch(tex, iTexC, i);
       }
-      return color/numSamples;
+      return color / numSamples;
 }
 
 vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
@@ -32,11 +32,11 @@ vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
     return texelFetch(tex, iTexC, sample);
 }
 
-vec4 getColor(in sampler2D tex,in vec2 texC){
+vec4 getColor(in sampler2D tex, in vec2 texC){
     return texture2D(tex,texC);
 }
 
-vec4 getColor(in sampler2DMS tex,in vec2 texC){
+vec4 getColor(in sampler2DMS tex, in vec2 texC){
       return textureFetch(tex,texC,m_NumSamples);
 }