Add the lensflare shader

This commit is contained in:
samuncle
2014-11-04 21:15:18 +01:00
parent bea2586af3
commit 52bc4cebd4
6 changed files with 128 additions and 2 deletions

View File

@@ -125,10 +125,15 @@ RTT::RTT(size_t width, size_t height)
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_BLOOM_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_TMP_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_LENS_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_BLOOM_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_LENS_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
std::vector<GLuint> somevector;
somevector.push_back(RenderTargetTextures[RTT_SSAO]);
@@ -208,17 +213,30 @@ RTT::RTT(size_t width, size_t height)
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_256]);
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_LENS_128]);
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())