Clean GaussianBlur6 shaders.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15042 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -502,13 +502,13 @@ void IrrDriver::renderShadows(ShadowImportanceProvider * const sicb,
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m_rtts->getRTT(RTT_WARPV)->getSize().Height,
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m_rtts->getRTT(RTT_WARPV)->getSize().Height);
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sq.setMaterialType(m_shaders->getShader(ES_GAUSSIAN6H));
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/* sq.setMaterialType(m_shaders->getShader(ES_GAUSSIAN6H));
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sq.setTexture(m_rtts->getRTT(RTT_WARPH));
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sq.render(m_rtts->getRTT(curh));
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sq.setMaterialType(m_shaders->getShader(ES_GAUSSIAN6V));
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sq.setTexture(m_rtts->getRTT(RTT_WARPV));
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sq.render(m_rtts->getRTT(curv));
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sq.render(m_rtts->getRTT(curv));*/
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// Convert importance maps to warp maps
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//
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@ -649,19 +649,7 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
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m_post_processing->drawQuad(cam, minimat);
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// Blur it
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((GaussianBlurProvider *) m_shaders->m_callbacks[ES_GAUSSIAN3H])->setResolution(
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UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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minimat.MaterialType = m_shaders->getShader(ES_GAUSSIAN6H);
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minimat.setTexture(0, m_rtts->getRTT(RTT_QUARTER1));
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_QUARTER2), false, false);
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m_post_processing->drawQuad(cam, minimat);
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minimat.MaterialType = m_shaders->getShader(ES_GAUSSIAN6V);
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minimat.setTexture(0, m_rtts->getRTT(RTT_QUARTER2));
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_QUARTER1), false, false);
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m_post_processing->drawQuad(cam, minimat);
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m_post_processing->renderGaussian6Blur(m_rtts->getRTT(RTT_QUARTER1), m_rtts->getRTT(RTT_QUARTER2), 4.f / UserConfigParams::m_width, 4.f / UserConfigParams::m_height);
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// The glows will be rendered in the transparent phase
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
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@ -122,11 +122,6 @@ void Shaders::loadShaders()
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m_shaders[ES_GAUSSIAN3V] = glslmat(dir + "pass.vert", dir + "gaussian3v.frag",
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_shaders[ES_GAUSSIAN6H] = glslmat(dir + "pass.vert", dir + "gaussian6h.frag",
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m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
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m_shaders[ES_GAUSSIAN6V] = glslmat(dir + "pass.vert", dir + "gaussian6v.frag",
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_shaders[ES_MIPVIZ] = glslmat(std::string(""), dir + "mipviz.frag",
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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@ -40,8 +40,6 @@ using namespace irr;
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ACT(ES_MIPVIZ) \
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ACT(ES_FLIP) \
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ACT(ES_FLIP_ADDITIVE) \
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ACT(ES_GAUSSIAN6H) \
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ACT(ES_GAUSSIAN6V) \
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ACT(ES_COLORIZE) \
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ACT(ES_COLORIZE_REF) \
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ACT(ES_PASS) \
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