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https://github.com/RandomityGuy/MBHaxe.git
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refraction
This commit is contained in:
parent
5960a845bd
commit
36f8f432a4
8 changed files with 285 additions and 27 deletions
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@ -81,6 +81,14 @@ class InstanceManager {
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minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
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minfo.meshbatch.worldPosition = transform;
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minfo.meshbatch.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
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minfo.meshbatch.material.mainPass.blendSrc = minfo.mesh.material.mainPass.blendSrc;
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minfo.meshbatch.material.mainPass.blendDst = minfo.mesh.material.mainPass.blendDst;
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minfo.meshbatch.material.mainPass.blendOp = minfo.mesh.material.mainPass.blendOp;
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minfo.meshbatch.material.mainPass.blendAlphaSrc = minfo.mesh.material.mainPass.blendAlphaSrc;
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minfo.meshbatch.material.mainPass.blendAlphaDst = minfo.mesh.material.mainPass.blendAlphaDst;
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minfo.meshbatch.material.mainPass.blendAlphaOp = minfo.mesh.material.mainPass.blendAlphaOp;
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minfo.meshbatch.emitInstance();
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}
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}
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@ -178,6 +186,34 @@ class InstanceManager {
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minfo.meshbatch.material.addPass(gpass);
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}
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var refractPass = mat.getPass("refract");
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if (refractPass != null) {
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var gpass = refractPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = refractPass.depthTest;
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gpass.blendSrc = refractPass.blendSrc;
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gpass.blendDst = refractPass.blendDst;
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gpass.blendOp = refractPass.blendOp;
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gpass.blendAlphaSrc = refractPass.blendAlphaSrc;
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gpass.blendAlphaDst = refractPass.blendAlphaDst;
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gpass.blendAlphaOp = refractPass.blendAlphaOp;
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if (refractPass.culling == None) {
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gpass.culling = refractPass.culling;
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}
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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gpass.removeShader(shader);
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for (shader in refractPass.getShaders()) {
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gpass.addShader(shader);
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}
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minfo.meshbatch.material.addPass(gpass);
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}
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// var dtsshader = mat.mainPass.getShader(DtsTexture);
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// if (dtsshader != null) {
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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@ -1,5 +1,6 @@
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package src;
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import h3d.mat.Texture;
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import h3d.Vector;
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import shaders.Blur;
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import h3d.pass.ScreenFx;
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@ -13,7 +14,9 @@ class Renderer extends h3d.scene.Renderer {
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public var shadow = new h3d.pass.DefaultShadowMap(1024);
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var glowBuffer:h3d.mat.Texture;
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var backBuffers:Array<h3d.mat.Texture>;
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static var sfxBuffer:h3d.mat.Texture;
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var curentBackBuffer = 0;
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var blurShader:ScreenFx<Blur>;
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var growBufferTemps:Array<h3d.mat.Texture>;
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@ -26,22 +29,23 @@ class Renderer extends h3d.scene.Renderer {
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allPasses = [defaultPass, depth, normal, shadow];
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blurShader = new ScreenFx<Blur>(new Blur());
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copyPass = new h3d.pass.Copy();
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sfxBuffer = new Texture(512, 512, [Target]);
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}
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public inline static function getSfxBuffer() {
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return sfxBuffer;
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}
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inline function get_def()
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return defaultPass;
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public inline function getBackBuffer():h3d.mat.Texture {
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return backBuffers[1];
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}
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// can be overriden for benchmark purposes
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function renderPass(p:h3d.pass.Base, passes, ?sort) {
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p.draw(passes, sort);
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}
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override function getPassByName(name:String):h3d.pass.Base {
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if (name == "alpha" || name == "additive" || name == "glowPre" || name == "glow")
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if (name == "alpha" || name == "additive" || name == "glowPre" || name == "glow" || name == "refract")
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return defaultPass;
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return super.getPassByName(name);
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}
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@ -62,17 +66,6 @@ class Renderer extends h3d.scene.Renderer {
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if (has("normal"))
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renderPass(normal, get("normal"));
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if (backBuffers == null) {
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var commonDepth = new DepthBuffer(ctx.engine.width, ctx.engine.height);
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backBuffers = [
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ctx.textures.allocTarget("backbuffer1", 320, 320, false),
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ctx.textures.allocTarget("backbuffer2", 320, 320, false),
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];
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backBuffers[0].depthBuffer = commonDepth;
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// backBuffers[1].depthBuffer = commonDepth;
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// new h3d.mat.Texture(ctx.engine.width, ctx.engine.height, [Target]);
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// refractTexture.depthBuffer = new DepthBuffer(ctx.engine.width, ctx.engine.height);
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}
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if (growBufferTemps == null) {
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glowBuffer = ctx.textures.allocTarget("glowBuffer", ctx.engine.width, ctx.engine.height);
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growBufferTemps = [
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@ -88,6 +81,7 @@ class Renderer extends h3d.scene.Renderer {
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renderPass(defaultPass, get("default"));
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renderPass(defaultPass, get("glowPre"));
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// Glow pass
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ctx.engine.pushTarget(glowBuffer);
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ctx.engine.clear(0);
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renderPass(defaultPass, get("glow"));
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@ -97,6 +91,9 @@ class Renderer extends h3d.scene.Renderer {
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copyPass.pass.blend(One, One);
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copyPass.pass.depth(false, Always);
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copyPass.render();
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// Refraction pass
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h3d.pass.Copy.run(backBuffer, sfxBuffer);
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renderPass(defaultPass, get("refract"));
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renderPass(defaultPass, get("alpha"), backToFront);
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renderPass(defaultPass, get("additive"));
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97
src/shaders/RefractMaterial.hx
Normal file
97
src/shaders/RefractMaterial.hx
Normal file
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@ -0,0 +1,97 @@
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package shaders;
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class RefractMaterial extends hxsl.Shader {
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static var SRC = {
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@param var diffuseMap:Sampler2D;
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@param var refractMap:Sampler2D;
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@param var specularColor:Vec4;
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@param var normalMap:Sampler2D;
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@param var shininess:Float;
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@param var secondaryMapUvFactor:Float;
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@global var camera:{
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var position:Vec3;
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@var var dir:Vec3;
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};
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@global var global:{
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@perObject var modelView:Mat4;
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@perObject var modelViewInverse:Mat4;
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};
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@input var input:{
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var position:Vec3;
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var normal:Vec3;
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var uv:Vec2;
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var t:Vec3;
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var b:Vec3;
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var n:Vec3;
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};
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var calculatedUV:Vec2;
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var pixelColor:Vec4;
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var specColor:Vec3;
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var specPower:Float;
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var projectedPosition:Vec4;
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@var var outLightVec:Vec4;
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@var var outPos:Vec3;
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@var var outEyePos:Vec3;
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@const var doGammaRamp:Bool;
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function lambert(normal:Vec3, lightPosition:Vec3):Float {
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var result = dot(normal, lightPosition);
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return saturate(result);
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}
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function vertex() {
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calculatedUV = input.uv;
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var objToTangentSpace = mat3(input.t, input.b, input.n);
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outLightVec = vec4(0);
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var inLightVec = vec3(-0.5732, 0.27536, -0.77176) * mat3(global.modelViewInverse);
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var eyePos = camera.position * mat3x4(global.modelViewInverse);
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// eyePos /= vec3(global.modelViewInverse[0].x, global.modelViewInverse[1].y, global.modelViewInverse[2].z);
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outLightVec.xyz = -inLightVec * objToTangentSpace;
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outPos = (input.position / 100.0) * objToTangentSpace;
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outEyePos = (eyePos / 100.0) * objToTangentSpace;
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outLightVec.w = step(-0.5, dot(input.normal, -inLightVec));
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}
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function fragment() {
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var bumpNormal = unpackNormal(normalMap.get(calculatedUV * secondaryMapUvFactor));
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// Refract
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var distortion = 0.3;
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var off = projectedPosition;
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off.xy += bumpNormal.xy * distortion;
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var refractColor = refractMap.get(screenToUv(off.xy / off.w));
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// Diffuse part
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var diffuse = diffuseMap.get(calculatedUV);
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var ambient = vec4(0.472, 0.424, 0.475, 1.00);
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var outCol = refractColor * diffuse;
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var eyeVec = (outEyePos - outPos).normalize();
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var halfAng = (eyeVec + outLightVec.xyz).normalize();
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var specValue = saturate(bumpNormal.dot(halfAng)) * outLightVec.w;
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var specular = specularColor * pow(specValue, shininess);
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outCol += specular * diffuse.a;
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outCol = refractColor;
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// Gamma correction using our regression model
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if (doGammaRamp) {
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var a = 1.00759;
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var b = 1.18764;
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outCol.x = a * pow(outCol.x, b);
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outCol.y = a * pow(outCol.y, b);
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outCol.z = a * pow(outCol.z, b);
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}
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pixelColor = outCol;
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}
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}
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public function new(diffuse, normal, shininess, specularColor, secondaryMapUvFactor) {
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super();
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this.diffuseMap = diffuse;
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this.normalMap = normal;
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this.shininess = shininess;
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this.specularColor = specularColor;
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this.secondaryMapUvFactor = secondaryMapUvFactor;
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this.doGammaRamp = true;
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}
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}
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27
src/shaders/UVRotAnim.hx
Normal file
27
src/shaders/UVRotAnim.hx
Normal file
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@ -0,0 +1,27 @@
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package shaders;
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class UVRotAnim extends hxsl.Shader {
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static var SRC = {
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@global var global:{
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var time:Float;
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};
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@param var offset:Vec2;
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@param var uvRotSpeed:Float;
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var calculatedUV:Vec2;
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function vertex() {
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var s = sin(global.time * uvRotSpeed);
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var c = cos(global.time * uvRotSpeed);
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var v = calculatedUV - offset;
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var vx = v.x * c - v.y * s;
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var vy = v.x * s + v.y * c;
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calculatedUV += vec2(offset.x + vx, offset.y + vy);
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}
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};
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public function new(vx = 0., vy = 0., speed = 1.) {
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super();
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offset.set(vx, vy);
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uvRotSpeed = speed;
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}
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}
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@ -36,7 +36,7 @@ class EndPad extends DtsObject {
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this.dtsPath = "data/shapes/pads/endarea.dts";
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this.isCollideable = true;
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this.identifier = "EndPad";
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this.useInstancing = true;
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this.useInstancing = false;
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}
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public override function init(level:MarbleWorld, onFinish:Void->Void) {
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@ -132,6 +132,9 @@ class EndPad extends DtsObject {
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material.mainPass.setPassName("glowPre");
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material.mainPass.enableLights = false;
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var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
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material.mainPass.addShader(rotshader);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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@ -144,8 +147,11 @@ class EndPad extends DtsObject {
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diffuseTex.mipMap = Nearest;
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var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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// dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var thisprops:Dynamic = material.getDefaultProps();
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@ -161,9 +167,11 @@ class EndPad extends DtsObject {
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var scrollShader = new h3d.shader.UVScroll(0, 0.25);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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glowpass.addShader(scrollShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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@ -9,6 +9,8 @@ import src.DtsObject;
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import src.ResourceLoader;
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class Glass extends DtsObject {
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var shader:shaders.RefractMaterial;
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public function new(element:MissionElementStaticShape) {
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super();
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@ -29,8 +31,61 @@ class Glass extends DtsObject {
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}
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this.isCollideable = true;
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this.useInstancing = false;
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this.useInstancing = true;
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this.identifier = datablockLowercase;
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}
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override function postProcessMaterial(matName:String, material:Material) {
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var refractTex = ResourceLoader.getTexture('data/shapes/structures/glass.png').resource;
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refractTex.wrap = Repeat;
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refractTex.mipMap = Nearest;
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var diffuseTex = ResourceLoader.getTexture('data/shapes/structures/glass2.png').resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var normalTex = ResourceLoader.getTexture("data/shapes/structures/glass.normal.png").resource;
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normalTex.wrap = Repeat;
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normalTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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shader = new shaders.RefractMaterial(refractTex, normalTex, 12, new h3d.Vector(1, 1, 1, 1), 1);
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shader.refractMap = src.Renderer.getSfxBuffer();
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// var phonshader = new shaders.PhongMaterial(diffuseTex, normalTex2, 12, new h3d.Vector(1, 1, 1, 1), src.MarbleGame.instance.world.ambient,
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// src.MarbleGame.instance.world.dirLight, src.MarbleGame.instance.world.dirLightDir, 1);
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var refractPass = material.mainPass.clone();
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material.texture = diffuseTex;
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var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(trivialShader);
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material.mainPass.setBlendMode(Alpha);
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material.mainPass.enableLights = false;
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material.mainPass.depthWrite = false;
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material.shadows = false;
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material.mainPass.setPassName("glowPre");
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refractPass.setPassName("refract");
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refractPass.addShader(shader);
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dtsshader = refractPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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refractPass.removeShader(material.textureShader);
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refractPass.enableLights = false;
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// refractPass.blendSrc = One;
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// refractPass.blendDst = One;
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// refractPass.blendAlphaSrc = One;
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// refractPass.blendAlphaDst = One;
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// refractPass.blendOp = Add;
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// refractPass.blendAlphaOp = Add;
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refractPass.blend(One, Zero); // disable blend
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refractPass.depthWrite = true;
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refractPass.depthTest = LessEqual;
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material.addPass(refractPass);
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}
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}
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@ -1,5 +1,7 @@
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package shapes;
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import h3d.shader.UVScroll;
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import h3d.shader.UVAnim;
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import src.DtsObject;
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import src.ResourceLoader;
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@ -9,7 +11,7 @@ class StartPad extends DtsObject {
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dtsPath = "data/shapes/pads/startarea.dts";
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isCollideable = true;
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identifier = "StartPad";
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useInstancing = true;
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useInstancing = false;
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}
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override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
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@ -37,8 +39,11 @@ class StartPad extends DtsObject {
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var shader = new shaders.DefaultCubemapMaterial(diffuseTex, normalTex, 12, new h3d.Vector(0.8, 0.8, 0.8, 1), 1, cubemapTex);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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// dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var thisprops:Dynamic = material.getDefaultProps();
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@ -57,8 +62,11 @@ class StartPad extends DtsObject {
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diffuseTex.mipMap = Nearest;
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var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
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shader.doGammaRamp = false;
|
||||
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
|
||||
dtsTex.passThrough = true;
|
||||
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
|
||||
if (dtsshader != null)
|
||||
material.mainPass.removeShader(dtsshader);
|
||||
// var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
|
||||
// dtsTex.passThrough = true;
|
||||
material.mainPass.removeShader(material.textureShader);
|
||||
material.mainPass.addShader(shader);
|
||||
var thisprops:Dynamic = material.getDefaultProps();
|
||||
|
|
@ -74,6 +82,8 @@ class StartPad extends DtsObject {
|
|||
material.props = thisprops;
|
||||
material.shadows = false;
|
||||
material.receiveShadows = true;
|
||||
var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
|
||||
material.mainPass.addShader(rotshader);
|
||||
}
|
||||
|
||||
if (matName == "abyss2") {
|
||||
|
|
@ -86,6 +96,9 @@ class StartPad extends DtsObject {
|
|||
material.mainPass.setPassName("glowPre");
|
||||
material.mainPass.enableLights = false;
|
||||
|
||||
var rotshader = new shaders.UVRotAnim(-0.5, -0.5, 1);
|
||||
material.mainPass.addShader(rotshader);
|
||||
|
||||
var thisprops:Dynamic = material.getDefaultProps();
|
||||
thisprops.light = false; // We will calculate our own lighting
|
||||
material.props = thisprops;
|
||||
|
|
@ -98,9 +111,11 @@ class StartPad extends DtsObject {
|
|||
diffuseTex.mipMap = Nearest;
|
||||
|
||||
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
|
||||
var scrollShader = new h3d.shader.UVScroll(0, 0.5);
|
||||
|
||||
var glowpass = material.mainPass.clone();
|
||||
glowpass.addShader(trivialShader);
|
||||
glowpass.addShader(scrollShader);
|
||||
var dtsshader = glowpass.getShader(shaders.DtsTexture);
|
||||
if (dtsshader != null)
|
||||
glowpass.removeShader(dtsshader);
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ import src.MarbleWorld;
|
|||
|
||||
class TimeTravel extends PowerUp {
|
||||
var timeBonus:Float = 5;
|
||||
var shader:shaders.RefractMaterial;
|
||||
|
||||
public function new(element:MissionElementItem) {
|
||||
super(element);
|
||||
|
|
@ -65,7 +66,29 @@ class TimeTravel extends PowerUp {
|
|||
material.receiveShadows = true;
|
||||
}
|
||||
if (matName == "timeTravel_glass") {
|
||||
// TODO
|
||||
var thisprops:Dynamic = material.getDefaultProps();
|
||||
thisprops.light = false; // We will calculate our own lighting
|
||||
material.props = thisprops;
|
||||
material.shadows = false;
|
||||
material.receiveShadows = true;
|
||||
material.mainPass.depthWrite = false;
|
||||
material.blendMode = Alpha;
|
||||
|
||||
var refractTex = ResourceLoader.getTexture('data/shapes/structures/glass.png').resource;
|
||||
refractTex.wrap = Repeat;
|
||||
refractTex.mipMap = Nearest;
|
||||
var normalTex = ResourceLoader.getTexture("data/shapes/structures/time.normal.jpg").resource;
|
||||
normalTex.wrap = Repeat;
|
||||
normalTex.mipMap = Nearest;
|
||||
shader = new shaders.RefractMaterial(refractTex, normalTex, 10, new h3d.Vector(1, 1, 1, 1), 1);
|
||||
shader.refractMap = src.Renderer.getSfxBuffer();
|
||||
|
||||
var dtsshader = material.mainPass.getShader(shaders.DtsTexture);
|
||||
if (dtsshader != null)
|
||||
material.mainPass.removeShader(dtsshader);
|
||||
material.mainPass.removeShader(material.textureShader);
|
||||
material.mainPass.addShader(shader);
|
||||
material.mainPass.setPassName("refract");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue