Merge branch 'master' of github.com:supertuxkart/stk-code
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0e23c54562
@ -342,13 +342,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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#endif
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{
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auxiliary.Bind();
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setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_tex, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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FullScreenShader::Gaussian17TapHShader::getInstance()->SetTextureUnits(createVector<GLuint>(in_fbo.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian17TapHShader>(core::vector2df(inv_width, inv_height));
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}
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#if WIN32
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@ -371,12 +365,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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{
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in_fbo.Bind();
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setTexture(FullScreenShader::Gaussian17TapVShader::getInstance()->TU_tex, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(FullScreenShader::Gaussian17TapVShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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FullScreenShader::Gaussian17TapVShader::getInstance()->SetTextureUnits(createVector<GLuint>(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian17TapVShader>(core::vector2df(inv_width, inv_height));
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}
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#if WIN32
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@ -139,9 +139,8 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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if (irr_driver->needRHWorkaround())
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{
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glUseProgram(FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->Program);
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setTexture(FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->TU_ctex, m_rtts->getRSM().getRTT()[0], GL_LINEAR, GL_LINEAR);
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setTexture(FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->TU_ntex, m_rtts->getRSM().getRTT()[1], GL_LINEAR, GL_LINEAR);
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setTexture(FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->TU_dtex, m_rtts->getRSM().getDepthTexture(), GL_LINEAR, GL_LINEAR);
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FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->SetTextureUnits(
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createVector<GLuint>(m_rtts->getRSM().getRTT()[0], m_rtts->getRSM().getRTT()[1], m_rtts->getRSM().getDepthTexture()));
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for (unsigned i = 0; i < 32; i++)
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{
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FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->setUniforms(rsm_matrix, rh_matrix, rh_extend, i);
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@ -1651,10 +1651,8 @@ namespace FullScreenShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rh.frag").c_str());
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AssignUniforms("RSMMatrix", "RHMatrix", "extents", "slice");
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TU_ctex = 0;
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TU_ntex = 1;
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TU_dtex = 2;
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AssignTextureUnit(Program, TexUnit(TU_ctex, "ctex"), TexUnit(TU_ntex, "ntex"), TexUnit(TU_dtex, "dtex"));
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AssignSamplerNames(Program, 0, "ctex", 1, "ntex", 2, "dtex");
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}
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RHDebug::RHDebug()
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@ -1692,9 +1690,8 @@ namespace FullScreenShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralH.frag").c_str());
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AssignUniforms("pixel");
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TU_tex = 0;
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TU_depth = 1;
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AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
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AssignSamplerNames(Program, 0, "tex", 1, "depth");
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}
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ComputeGaussian17TapHShader::ComputeGaussian17TapHShader()
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@ -1738,9 +1735,8 @@ namespace FullScreenShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralV.frag").c_str());
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AssignUniforms("pixel");
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TU_tex = 0;
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TU_depth = 1;
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AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
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AssignSamplerNames(Program, 0, "tex", 1, "depth");
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}
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ComputeGaussian17TapVShader::ComputeGaussian17TapVShader()
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@ -784,11 +784,9 @@ public:
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};
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// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
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class NVWorkaroundRadianceHintsConstructionShader : public ShaderHelperSingleton<NVWorkaroundRadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, int>
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class NVWorkaroundRadianceHintsConstructionShader : public ShaderHelperSingleton<NVWorkaroundRadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, int>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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GLuint TU_ctex, TU_ntex, TU_dtex;
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NVWorkaroundRadianceHintsConstructionShader();
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};
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@ -807,11 +805,9 @@ public:
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GlobalIlluminationReconstructionShader();
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};
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class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>
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class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
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{
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public:
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GLuint TU_tex, TU_depth;
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Gaussian17TapHShader();
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};
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@ -834,11 +830,9 @@ public:
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Gaussian3HBlurShader();
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};
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class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>
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class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
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{
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public:
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GLuint TU_tex, TU_depth;
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Gaussian17TapVShader();
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};
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