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| singleton ShaderData( ClearGBufferShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/lighting/advanced/deferredClearGBufferV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/lighting/advanced/deferredClearGBufferP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredClearGBufferP.glsl"; | |
| pixVersion = 2.0; | |
| }; | |
| singleton ShaderData( DeferredColorShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/lighting/advanced/deferredColorShaderP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredColorShaderP.glsl"; | |
| pixVersion = 2.0; | |
| }; | |
| // Primary Deferred Shader | |
| new GFXStateBlockData( AL_DeferredShadingState : PFX_DefaultStateBlock ) | |
| { | |
| cullMode = GFXCullNone; | |
| blendDefined = true; | |
| blendEnable = true; | |
| blendSrc = GFXBlendSrcAlpha; | |
| blendDest = GFXBlendInvSrcAlpha; | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerWrapLinear; | |
| samplerStates[1] = SamplerWrapLinear; | |
| samplerStates[2] = SamplerWrapLinear; | |
| samplerStates[3] = SamplerWrapLinear; | |
| samplerStates[4] = SamplerWrapLinear; | |
| }; | |
| new ShaderData( AL_DeferredShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/lighting/advanced/deferredShadingP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredShadingP.glsl"; | |
| samplerNames[0] = "colorBufferTex"; | |
| samplerNames[1] = "lightDeferredTex"; | |
| samplerNames[2] = "matInfoTex"; | |
| samplerNames[3] = "deferredTex"; | |
| pixVersion = 2.0; | |
| }; | |
| singleton PostEffect( AL_DeferredShading ) | |
| { | |
| renderTime = "PFXAfterBin"; | |
| renderBin = "SkyBin"; | |
| shader = AL_DeferredShader; | |
| stateBlock = AL_DeferredShadingState; | |
| texture[0] = "#color"; | |
| texture[1] = "#lightinfo"; | |
| texture[2] = "#matinfo"; | |
| texture[3] = "#deferred"; | |
| target = "$backBuffer"; | |
| renderPriority = 10000; | |
| allowReflectPass = true; | |
| }; | |
| // Debug Shaders. | |
| new ShaderData( AL_ColorBufferShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/lighting/advanced/dbgColorBufferP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgColorBufferP.glsl"; | |
| samplerNames[0] = "colorBufferTex"; | |
| pixVersion = 2.0; | |
| }; | |
| singleton PostEffect( AL_ColorBufferVisualize ) | |
| { | |
| shader = AL_ColorBufferShader; | |
| stateBlock = AL_DefaultVisualizeState; | |
| texture[0] = "#color"; | |
| target = "$backBuffer"; | |
| renderPriority = 9999; | |
| }; | |
| /// Toggles the visualization of the AL lighting specular power buffer. | |
| function toggleColorBufferViz( %enable ) | |
| { | |
| if ( %enable $= "" ) | |
| { | |
| $AL_ColorBufferShaderVar = AL_ColorBufferVisualize.isEnabled() ? false : true; | |
| AL_ColorBufferVisualize.toggle(); | |
| } | |
| else if ( %enable ) | |
| { | |
| AL_DeferredShading.disable(); | |
| AL_ColorBufferVisualize.enable(); | |
| } | |
| else if ( !%enable ) | |
| { | |
| AL_ColorBufferVisualize.disable(); | |
| AL_DeferredShading.enable(); | |
| } | |
| } | |
| new ShaderData( AL_SpecMapShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/lighting/advanced/dbgSpecMapVisualizeP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgSpecMapVisualizeP.glsl"; | |
| samplerNames[0] = "matinfoTex"; | |
| pixVersion = 2.0; | |
| }; | |
| singleton PostEffect( AL_SpecMapVisualize ) | |
| { | |
| shader = AL_SpecMapShader; | |
| stateBlock = AL_DefaultVisualizeState; | |
| texture[0] = "#matinfo"; | |
| target = "$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(); | |
| } |