@@ -0,0 +1,54 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
#include "shaders/common/torque.hlsl"


float4 main( PFXVertToPix IN,
uniform sampler2D colorBufferTex : register(S0),
uniform sampler2D lightPrePassTex : register(S1),
uniform sampler2D matInfoTex : register(S2),
uniform sampler2D prepassTex : register(S3)) : COLOR0
{
float4 lightBuffer = tex2D( lightPrePassTex, IN.uv0 );
float4 colorBuffer = tex2D( colorBufferTex, IN.uv0 );
float4 matInfo = tex2D( matInfoTex, IN.uv0 );
float specular = saturate(lightBuffer.a);
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;

if (depth>0.9999)
return float4(0,0,0,0);

// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
colorBuffer *= (1.0 - colorBuffer.a);
}

colorBuffer *= float4(lightBuffer.rgb, 1.0);
colorBuffer += float4(specular, specular, specular, 1.0);

return hdrEncode( float4(colorBuffer.rgb, 1.0) );
}
@@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"

uniform sampler2D colorBufferTex;

out vec4 OUT_FragColor0;

void main()
{
OUT_FragColor0 = vec4(texture( colorBufferTex, uv0 ).rgb, 1.0);
}
@@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"

uniform sampler2D matinfoTex;

out vec4 OUT_FragColor0;

void main()
{
float specular = texture( matinfoTex, uv0 ).a;
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
}
@@ -0,0 +1,40 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

out vec4 OUT_col;
out vec4 OUT_col1;
out vec4 OUT_col2;

//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
// Clear Prepass Buffer ( Normals/Depth );
OUT_col = vec4(1.0, 1.0, 1.0, 1.0);

// Clear Color Buffer.
OUT_col1 = vec4(0.0, 0.0, 0.0, 1.0);

// Clear Material Info Buffer.
OUT_col2 = vec4(0.0, 0.0, 0.0, 1.0);
}
@@ -0,0 +1,59 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postfx/gl/postFx.glsl"
#include "../../../gl/torque.glsl"

uniform sampler2D colorBufferTex;
uniform sampler2D lightPrePassTex;
uniform sampler2D matInfoTex;
uniform sampler2D prepassTex;

out vec4 OUT_col;

void main()
{
float depth = prepassUncondition( prepassTex, uv0 ).w;
if (depth>0.9999)
{
OUT_col = vec4(0.0);
return;
}
vec4 lightBuffer = texture( lightPrePassTex, uv0 );
vec4 colorBuffer = texture( colorBufferTex, uv0 );
vec4 matInfo = texture( matInfoTex, uv0 );
float specular = clamp(lightBuffer.a,0.0,1.0);

// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
colorBuffer *= (1.0 - colorBuffer.a);
}

colorBuffer *= vec4(lightBuffer.rgb, 1.0);
colorBuffer += vec4(specular, specular, specular, 1.0);

OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
}
@@ -120,6 +120,9 @@ function initializeWorldEditor()
EVisibility.addOption( "AL: Light Specular Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz" );
EVisibility.addOption( "AL: Normals Viz", "$AL_NormalsVisualizeVar", "toggleNormalsViz" );
EVisibility.addOption( "AL: Depth Viz", "$AL_DepthVisualizeVar", "toggleDepthViz" );
EVisibility.addOption( "AL: Color Buffer", "$AL_ColorBufferShaderVar", "toggleColorBufferViz" );
EVisibility.addOption( "AL: Spec Map", "$AL_SpecMapShaderVar", "toggleSpecMapViz");
EVisibility.addOption( "AL: Backbuffer", "$AL_BackbufferVisualizeVar", "toggleBackbufferViz" );
EVisibility.addOption( "AL: Glow Buffer", "$AL_GlowVisualizeVar", "toggleGlowViz" );
EVisibility.addOption( "AL: PSSM Cascade Viz", "$AL::PSSMDebugRender", "" );
EVisibility.addOption( "Frustum Lock", "$Scene::lockCull", "" );