Moved more shaders into PostProcessing.

This commit is contained in:
hiker 2015-05-13 09:57:53 +10:00
parent 56bc14ff31
commit 3b682ff084
3 changed files with 18 additions and 20 deletions

View File

@ -41,6 +41,22 @@
using namespace video;
using namespace scene;
// ============================================================================
class Gaussian3HBlurShader : public Shader<Gaussian3HBlurShader,
core::vector2df>,
public TextureReadNew<ST_BILINEAR_CLAMPED_FILTERED>
{
public:
Gaussian3HBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian3h.frag");
assignUniforms("pixel");
assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
} // Gaussian3HBlurShader
}; // Gaussian3HBlurShader
// ============================================================================
class ComputeShadowBlurVShader : public Shader<ComputeShadowBlurVShader,
core::vector2df,
@ -516,8 +532,8 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
{
in_fbo.Bind();
FullScreenShader::Gaussian3HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
Gaussian3HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
}
}

View File

@ -1014,17 +1014,6 @@ namespace FullScreenShader
assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
}
Gaussian3HBlurShader::Gaussian3HBlurShader()
{
loadProgram(OBJECT,
GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "gaussian3h.frag");
assignUniforms("pixel");
assignSamplerNames(m_program, 0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
}
PassThroughShader::PassThroughShader()
{
loadProgram(OBJECT,

View File

@ -316,13 +316,6 @@ public:
HorizontalBlurShader();
};
class Gaussian3HBlurShader : public Shader<Gaussian3HBlurShader, core::vector2df>,
public TextureReadNew<ST_BILINEAR_CLAMPED_FILTERED>
{
public:
Gaussian3HBlurShader();
};
class PassThroughShader : public Shader<PassThroughShader, int, int>,
public TextureReadNew<ST_BILINEAR_FILTERED>