diff --git a/Shaders/bloom_pass/bloom_pass.frag.glsl b/Shaders/bloom_pass/bloom_pass.frag.glsl index 5674dc8b..08af35de 100755 --- a/Shaders/bloom_pass/bloom_pass.frag.glsl +++ b/Shaders/bloom_pass/bloom_pass.frag.glsl @@ -4,7 +4,9 @@ uniform sampler2D tex; +#ifdef _CPostprocess uniform vec3 PPComp10; +#endif in vec2 texCoord; out vec4 fragColor; diff --git a/Shaders/bloom_pass/bloom_pass.json b/Shaders/bloom_pass/bloom_pass.json index 6e6541e2..3f840cf9 100755 --- a/Shaders/bloom_pass/bloom_pass.json +++ b/Shaders/bloom_pass/bloom_pass.json @@ -8,7 +8,8 @@ "links": [ { "name": "PPComp10", - "link": "_PPComp10" + "link": "_PPComp10", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], diff --git a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl index 6df818c5..ea253f04 100644 --- a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl +++ b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl @@ -7,7 +7,9 @@ uniform sampler2D tex; uniform vec2 dir; uniform vec2 screenSize; +#ifdef _CPostprocess uniform vec3 PPComp11; +#endif in vec2 texCoord; out vec4 fragColor; @@ -26,7 +28,7 @@ void main() { fragColor.rgb += textureLod(tex, texCoord + s, 0.0).rgb * weight[i]; fragColor.rgb += textureLod(tex, texCoord - s, 0.0).rgb * weight[i]; } - + #ifdef _CPostprocess fragColor.rgb *= PPComp11.x / 5; #else diff --git a/Shaders/blur_gaus_pass/blur_gaus_pass.json b/Shaders/blur_gaus_pass/blur_gaus_pass.json index d1a9749d..f65fef70 100755 --- a/Shaders/blur_gaus_pass/blur_gaus_pass.json +++ b/Shaders/blur_gaus_pass/blur_gaus_pass.json @@ -16,7 +16,8 @@ }, { "name": "PPComp11", - "link": "_PPComp11" + "link": "_PPComp11", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], @@ -39,7 +40,8 @@ }, { "name": "PPComp11", - "link": "_PPComp11" + "link": "_PPComp11", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], @@ -65,7 +67,8 @@ }, { "name": "PPComp11", - "link": "_PPComp11" + "link": "_PPComp11", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], diff --git a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl index 21fbba86..176b8868 100644 --- a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl +++ b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl @@ -3,7 +3,10 @@ #include "compiled.inc" uniform sampler2D tex; + +#ifdef _CPostprocess uniform vec3 PPComp13; +#endif in vec2 texCoord; out vec4 fragColor; diff --git a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.json b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.json index 4af5587a..4e4ad76a 100644 --- a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.json +++ b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.json @@ -9,7 +9,8 @@ "links": [ { "name": "PPComp13", - "link": "_PPComp13" + "link": "_PPComp13", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], diff --git a/Shaders/ssao_pass/ssao_pass.frag.glsl b/Shaders/ssao_pass/ssao_pass.frag.glsl index c14f6bba..69e6cd91 100755 --- a/Shaders/ssao_pass/ssao_pass.frag.glsl +++ b/Shaders/ssao_pass/ssao_pass.frag.glsl @@ -12,8 +12,10 @@ uniform vec3 eyeLook; uniform vec2 screenSize; uniform mat4 invVP; +#ifdef _CPostprocess uniform vec3 PPComp11; uniform vec3 PPComp12; +#endif in vec2 texCoord; in vec3 viewRay; @@ -23,12 +25,12 @@ void main() { float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; if (depth == 1.0) { fragColor = 1.0; return; } - vec2 enc = textureLod(gbuffer0, texCoord, 0.0).rg; + vec2 enc = textureLod(gbuffer0, texCoord, 0.0).rg; vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); n = normalize(n); - + vec3 vray = normalize(viewRay); vec3 currentPos = getPosNoEye(eyeLook, vray, depth, cameraProj); // vec3 currentPos = getPos2NoEye(eye, invVP, depth, texCoord); @@ -53,7 +55,7 @@ void main() { vec3 pos = getPos2NoEye(eye, invVP, depth, texCoord + k) - currentPos; fragColor += max(0, dot(pos, n) - currentDistanceB) / (dot(pos, pos) + 0.015); } - + #ifdef _CPostprocess fragColor *= (PPComp12.x * 0.3) / samples; #else diff --git a/Shaders/ssao_pass/ssao_pass.json b/Shaders/ssao_pass/ssao_pass.json index 4d4bc23a..c9a44342 100755 --- a/Shaders/ssao_pass/ssao_pass.json +++ b/Shaders/ssao_pass/ssao_pass.json @@ -28,11 +28,13 @@ }, { "name": "PPComp11", - "link": "_PPComp11" + "link": "_PPComp11", + "ifdef": ["_CPostprocess"] }, { "name": "PPComp12", - "link": "_PPComp12" + "link": "_PPComp12", + "ifdef": ["_CPostprocess"] } ], "texture_params": [], diff --git a/Shaders/ssr_pass/ssr_pass.frag.glsl b/Shaders/ssr_pass/ssr_pass.frag.glsl index 8ec84256..8628965f 100755 --- a/Shaders/ssr_pass/ssr_pass.frag.glsl +++ b/Shaders/ssr_pass/ssr_pass.frag.glsl @@ -12,8 +12,10 @@ uniform mat4 P; uniform mat3 V3; uniform vec2 cameraProj; +#ifdef _CPostprocess uniform vec3 PPComp9; uniform vec3 PPComp10; +#endif in vec3 viewRay; in vec2 texCoord; diff --git a/Shaders/ssr_pass/ssr_pass.json b/Shaders/ssr_pass/ssr_pass.json index 496ac5a0..7bdc8379 100755 --- a/Shaders/ssr_pass/ssr_pass.json +++ b/Shaders/ssr_pass/ssr_pass.json @@ -24,11 +24,13 @@ }, { "name": "PPComp9", - "link": "_PPComp9" + "link": "_PPComp9", + "ifdef": ["_CPostprocess"] }, { "name": "PPComp10", - "link": "_PPComp10" + "link": "_PPComp10", + "ifdef": ["_CPostprocess"] } ], "texture_params": [],