mirror of https://github.com/OpenMW/openmw.git
cleanup default shaders and remove confusing main shader
parent
bc1a6bfd72
commit
ac4b29be08
@ -1,3 +1,7 @@
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DisplayDepthDescription: "Visualisiert den Tiefenpuffer."
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DisplayDepthName: "Visualisiert den Tiefenpuffer."
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DisplayDepthFactorDescription: "Bestimmt die Korrelation zwischen dem Pixeltiefenwert und seiner Ausgabefarbe. Hohe Werte führen zu einem helleren Bild."
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DisplayDepthFactorName: "Farbfaktor"
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ContrastLevelDescription: "Kontraststufe"
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ContrastLevelName: "Kontrast"
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GammaLevelDescription: "Gamma-Level"
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GammaLevelName: "Gamma"
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@ -1,3 +1,12 @@
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DisplayDepthDescription: "Visualizes the depth buffer."
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DisplayDepthFactorDescription: "Determines correlation between pixel depth value and its output color. High values lead to brighter image."
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DisplayDepthFactorName: "Color factor"
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AdjustmentsDescription: "Colour adjustments."
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DebugDescription: "Debug shader."
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DebugHeaderDepth: "Depth Buffer"
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DebugHeaderNormals: "Normals"
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DisplayDepthFactorName: "Depth colour factor"
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DisplayDepthFactorDescription: "Determines correlation between pixel depth value and its output colour. High values lead to brighter image."
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DisplayDepthName: "Visualize depth buffer"
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DisplayNormalsName: "Visualize pass normals"
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ContrastLevelDescription: "Constrast level"
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ContrastLevelName: "Constrast"
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GammaLevelDescription: "Gamma level"
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GammaLevelName: "Gamma"
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@ -1,3 +1,7 @@
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DisplayDepthDescription: "Visualiserar djupbufferten."
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DisplayDepthName: "Visualiserar djupbufferten."
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DisplayDepthFactorDescription: "Avgör korrelation mellan djupvärdet på pixeln och dess producerade färg. Högre värden ger ljusare bild."
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DisplayDepthFactorName: "Färgfaktor"
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ContrastLevelDescription: "Kontrastnivå"
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ContrastLevelName: "Kontrast"
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GammaLevelDescription: "Gammanivå"
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# GammaLevelName: "Gamma" samma som en
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@ -0,0 +1,45 @@
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uniform_bool uDisplayDepth {
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header = "#{BuiltInShaders:DebugHeaderDepth}";
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default = true;
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display_name = "#{BuiltInShaders:DisplayDepthName}";
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}
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uniform_float uDepthFactor {
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step = 0.1;
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min = 0.01;
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max = 20.0;
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default = 1.0;
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display_name = "#{BuiltInShaders:DisplayDepthFactorName}";
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description = "#{BuiltInShaders:DisplayDepthFactorDescription}";
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}
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uniform_bool uDisplayNormals {
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header = "#{BuiltInShaders:DebugHeaderNormals}";
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default = true;
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display_name = "#{BuiltInShaders:DisplayNormalsName}";
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}
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fragment main {
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omw_In vec2 omw_TexCoord;
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void main()
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{
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omw_FragColor = omw_GetLastShader(omw_TexCoord);
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if (uDisplayDepth)
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omw_FragColor = vec4(vec3(omw_GetLinearDepth(omw_TexCoord) / omw.far * uDepthFactor), 1.0);
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#if OMW_NORMALS
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if (uDisplayNormals && (!uDisplayDepth || omw_TexCoord.x < 0.5))
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omw_FragColor.rgb = omw_GetNormals(omw_TexCoord);
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#endif
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}
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}
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technique {
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passes = main;
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description = "#{BuiltInShaders:DebugDescription}";
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author = "OpenMW";
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version = "1.0";
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pass_normals = true;
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}
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@ -1,25 +0,0 @@
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uniform_float uFactor {
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step = 0.1;
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min = 0.01;
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max = 20.0;
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default = 1.0;
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display_name = "#{BuiltInShaders:DisplayDepthFactorName}";
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description = "#{BuiltInShaders:DisplayDepthFactorDescription}";
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}
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fragment main {
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omw_In vec2 omw_TexCoord;
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void main()
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{
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omw_FragColor = vec4(vec3(omw_GetLinearDepth(omw_TexCoord) / omw.far * uFactor), 1.0);
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}
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}
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technique {
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passes = main;
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description = "#{BuiltInShaders:DisplayDepthDescription}";
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author = "OpenMW";
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version = "1.0";
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}
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