Another round of big triangle port.
This commit is contained in:
parent
e5a5c78045
commit
55ddffaf54
@ -3,8 +3,16 @@ uniform float greenLmn[9];
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uniform float redLmn[9];
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uniform sampler2D ntex;
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uniform mat4 TransposeViewMatrix;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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in vec2 uv;
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out vec4 Diff;
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vec3 DecodeNormal(vec2 n);
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@ -23,6 +31,7 @@ mat4 getMatrix(float L[9])
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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// Convert normal in world space (where SH coordinates were computed)
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vec4 extendednormal = TransposeViewMatrix * vec4(normal, 1.);
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@ -24,7 +24,6 @@ layout (std140) uniform MatrixesData
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};
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#endif
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in vec2 uv;
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out vec4 FragColor;
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@ -32,6 +31,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(tex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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@ -38,7 +38,6 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
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return vec3 (dot(Y,sh_r), dot(Y,sh_g), dot(Y,sh_b));
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}
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in vec2 uv;
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out vec4 Diffuse;
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vec3 DecodeNormal(vec2 n);
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@ -48,6 +47,7 @@ vec3 resolution = vec3(32, 16, 32);
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 GI = vec3(0.);
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float depth = texture2D(dtex, uv).x;
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@ -40,20 +40,24 @@ uniform float mask_radius;
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// Maximum height of texture used
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uniform float max_tex_height;
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#if __VERSION__ >= 130
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in vec2 uv;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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// Number of samples used for blurring
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#define NB_SAMPLES 8
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void main()
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{
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vec2 texcoords = uv;
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vec2 texcoords = gl_FragCoord.xy / screen;
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// Sample the color buffer
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vec3 color = texture(color_buffer, texcoords).rgb;
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@ -34,7 +34,6 @@ vec4 DirToSh(vec3 dir, float flux)
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void main(void)
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{
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vec3 normalizedRHCenter = 2. * vec3(gl_FragCoord.xy, slice) / resolution - 1.;
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vec3 RHcenter = (RHMatrix * vec4(normalizedRHCenter * extents, 1.)).xyz;
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@ -21,25 +21,19 @@ layout (std140) uniform MatrixesData
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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#else
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varying vec2 uv;
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#define Diff gl_FragData[0]
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#define Spec gl_FragData[1]
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#endif
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vec3 DecodeNormal(vec2 n);
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vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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@ -24,6 +24,7 @@ layout (std140) uniform MatrixesData
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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@ -68,6 +69,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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@ -5,7 +5,16 @@ uniform sampler2D logluminancetex;
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uniform float exposure = .09;
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uniform float Lwhite = 1.;
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in vec2 uv;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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out vec4 FragColor;
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vec3 getCIEYxy(vec3 rgbColor);
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@ -17,6 +26,7 @@ float saturation = 1.;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec4 col = texture(tex, uv);
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float avgLw = textureLod(logluminancetex, uv, 10.).x;
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avgLw = max(exp(avgLw) - delta, delta);
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@ -217,28 +217,6 @@ void renderBloom(GLuint in)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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static
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void renderColorLevel(GLuint in)
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{
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core::vector3df m_inlevel = World::getWorld()->getTrack()->getColorLevelIn();
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core::vector2df m_outlevel = World::getWorld()->getTrack()->getColorLevelOut();
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glUseProgram(FullScreenShader::ColorLevelShader::Program);
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glBindVertexArray(FullScreenShader::ColorLevelShader::vao);
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glUniform3f(FullScreenShader::ColorLevelShader::uniform_inlevel, m_inlevel.X, m_inlevel.Y, m_inlevel.Z);
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glUniform2f(FullScreenShader::ColorLevelShader::uniform_outlevel, m_outlevel.X, m_outlevel.Y);
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setTexture(0, in, GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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glUniform1i(FullScreenShader::ColorLevelShader::uniform_tex, 0);
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glUniform1i(FullScreenShader::ColorLevelShader::uniform_dtex, 1);
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setTexture(2, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
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glUniformMatrix4fv(FullScreenShader::ColorLevelShader::uniform_invprojm, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff)
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{
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glDisable(GL_DEPTH_TEST);
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@ -253,7 +231,7 @@ void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSH
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core::matrix4 TVM = irr_driver->getViewMatrix().getTransposed();
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FullScreenShader::DiffuseEnvMapShader::setUniforms(TVM, bSHCoeff, gSHCoeff, rSHCoeff, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -287,7 +265,7 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
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setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
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setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, rh_extend, 3, 4, 0, 1, 2);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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void PostProcessing::renderSunlight()
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@ -304,7 +282,7 @@ void PostProcessing::renderSunlight()
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setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::SunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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}
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@ -341,7 +319,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
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glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
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FullScreenShader::ShadowedSunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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}
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@ -536,7 +514,7 @@ void PostProcessing::renderFog()
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setTexture(0, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::FogShader::setUniforms(fogmax, startH, endH, start, end, col, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -576,7 +554,7 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
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cb->getDirection(cam), 0.15f,
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cb->getMaxHeight(cam) * 0.7f, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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static void renderGodFade(GLuint tex, const SColor &col)
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@ -608,7 +586,7 @@ static void toneMap(FrameBuffer &fbo, GLuint rtt)
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setTexture(1, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
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FullScreenShader::ToneMapShader::setUniforms(irr_driver->getExposure(), irr_driver->getLwhite(), 0, 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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static void renderDoF(FrameBuffer &fbo, GLuint rtt)
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@ -630,19 +608,6 @@ static void averageTexture(GLuint tex)
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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static void computeLogLuminance(GLuint tex)
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{
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irr_driver->getFBO(FBO_LOG_LUMINANCE).Bind();
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glUseProgram(FullScreenShader::LogLuminanceShader::Program);
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glBindVertexArray(FullScreenShader::LogLuminanceShader::vao);
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setTexture(0, tex, GL_LINEAR, GL_LINEAR);
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FullScreenShader::LogLuminanceShader::setUniforms(0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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averageTexture(irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE));
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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}
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void PostProcessing::applyMLAA()
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{
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const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);
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@ -275,7 +275,6 @@ void Shaders::loadShaders()
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FullScreenShader::BloomBlendShader::init();
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FullScreenShader::BloomShader::init();
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FullScreenShader::DepthOfFieldShader::init();
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FullScreenShader::ColorLevelShader::init();
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FullScreenShader::FogShader::init();
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FullScreenShader::Gaussian17TapHShader::init();
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FullScreenShader::Gaussian3HBlurShader::init();
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@ -297,7 +296,6 @@ void Shaders::loadShaders()
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FullScreenShader::MotionBlurShader::init();
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FullScreenShader::GodFadeShader::init();
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FullScreenShader::GodRayShader::init();
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FullScreenShader::LogLuminanceShader::init();
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FullScreenShader::ToneMapShader::init();
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FullScreenShader::MLAAColorEdgeDetectionSHader::init();
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FullScreenShader::MLAABlendWeightSHader::init();
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@ -2125,7 +2123,7 @@ namespace FullScreenShader
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uniform_logluminancetex = glGetUniformLocation(Program, "logluminancetex");
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uniform_exposure = glGetUniformLocation(Program, "exposure");
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uniform_lwhite = glGetUniformLocation(Program, "Lwhite");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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}
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void ToneMapShader::setUniforms(float exposure, float Lwhite, unsigned TU_tex, unsigned TU_loglum)
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@ -2159,28 +2157,6 @@ namespace FullScreenShader
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glUniform1i(uniform_depth, TU_dtex);
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}
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GLuint ColorLevelShader::Program;
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GLuint ColorLevelShader::uniform_tex;
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GLuint ColorLevelShader::uniform_inlevel;
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GLuint ColorLevelShader::uniform_outlevel;
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GLuint ColorLevelShader::vao;
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GLuint ColorLevelShader::uniform_invprojm;
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GLuint ColorLevelShader::uniform_dtex;
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void ColorLevelShader::init()
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{
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Program = LoadProgram(
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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/utils/getRGBfromCIEXxy.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getCIEXYZ.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/color_levels.frag").c_str());
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_inlevel = glGetUniformLocation(Program, "inlevel");
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uniform_outlevel = glGetUniformLocation(Program, "outlevel");
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uniform_invprojm = glGetUniformLocation(Program, "invprojm");
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vao = createVAO(Program);
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}
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GLuint SunLightShader::Program;
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GLuint SunLightShader::uniform_ntex;
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GLuint SunLightShader::uniform_dtex;
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@ -2200,7 +2176,7 @@ namespace FullScreenShader
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -2237,7 +2213,7 @@ namespace FullScreenShader
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uniform_greenLmn = glGetUniformLocation(Program, "greenLmn[0]");
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uniform_redLmn = glGetUniformLocation(Program, "redLmn[0]");
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uniform_TVM = glGetUniformLocation(Program, "TransposeViewMatrix");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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}
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void DiffuseEnvMapShader::setUniforms(const core::matrix4 &TransposeViewMatrix, const float *blueSHCoeff, const float *greenSHCoeff, const float *redSHCoeff, unsigned TU_ntex)
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@ -2270,7 +2246,7 @@ namespace FullScreenShader
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uniform_shadowtex = glGetUniformLocation(Program, "shadowtex");
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -2359,7 +2335,7 @@ namespace FullScreenShader
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uniform_extents = glGetUniformLocation(Program, "extents");
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uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
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uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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}
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void RadianceHintsConstructionShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ctex, unsigned TU_ntex, unsigned TU_dtex)
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@ -2426,7 +2402,7 @@ namespace FullScreenShader
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uniform_SHB = glGetUniformLocation(Program, "SHB");
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uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
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uniform_extents = glGetUniformLocation(Program, "extents");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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@ -2746,7 +2722,7 @@ namespace FullScreenShader
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uniform_start = glGetUniformLocation(Program, "start");
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uniform_end = glGetUniformLocation(Program, "end");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -2787,7 +2763,7 @@ namespace FullScreenShader
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
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uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height");
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vao = createVAO(Program);
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vao = createFullScreenVAO(Program);
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}
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void MotionBlurShader::setUniforms(float boost_amount, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb)
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@ -2842,24 +2818,6 @@ namespace FullScreenShader
|
||||
glUniform1i(uniform_tex, TU_tex);
|
||||
}
|
||||
|
||||
GLuint LogLuminanceShader::Program;
|
||||
GLuint LogLuminanceShader::uniform_tex;
|
||||
GLuint LogLuminanceShader::vao;
|
||||
|
||||
void LogLuminanceShader::init()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/logluminance.frag").c_str());
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
vao = createVAO(Program);
|
||||
}
|
||||
|
||||
void LogLuminanceShader::setUniforms(unsigned TU_tex)
|
||||
{
|
||||
glUniform1i(uniform_tex, TU_tex);
|
||||
}
|
||||
|
||||
GLuint MLAAColorEdgeDetectionSHader::Program;
|
||||
GLuint MLAAColorEdgeDetectionSHader::uniform_colorMapG;
|
||||
GLuint MLAAColorEdgeDetectionSHader::uniform_PIXEL_SIZE;
|
||||
|
@ -555,16 +555,6 @@ public:
|
||||
static void setUniforms(unsigned TU_tex, unsigned TU_depth);
|
||||
};
|
||||
|
||||
class ColorLevelShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint uniform_tex, uniform_invprojm, uniform_dtex, uniform_inlevel, uniform_outlevel;
|
||||
static GLuint vao;
|
||||
|
||||
static void init();
|
||||
};
|
||||
|
||||
class SunLightShader
|
||||
{
|
||||
public:
|
||||
@ -788,17 +778,6 @@ public:
|
||||
static void setUniforms(const core::vector2df &sunpos, unsigned TU_tex);
|
||||
};
|
||||
|
||||
class LogLuminanceShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint uniform_tex;
|
||||
static GLuint vao;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(unsigned TU_tex);
|
||||
};
|
||||
|
||||
class MLAAColorEdgeDetectionSHader
|
||||
{
|
||||
public:
|
||||
|
Loading…
x
Reference in New Issue
Block a user