Remove some Motion Blur unused vars

This commit is contained in:
Vincent Lejeune 2014-07-07 19:25:41 +02:00
parent f23f7b05e5
commit 746e910e46
4 changed files with 9 additions and 9 deletions

View File

@ -80,11 +80,11 @@ void main()
blur_factor *= boost_amount; blur_factor *= boost_amount;
// Scale the blur direction // Scale the blur direction
blur_dir *= blur_factor; blur_dir *= boost_amount;
// Compute the blur // Compute the blur
vec2 inc_vec = blur_dir / vec2(NB_SAMPLES); vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
vec2 blur_texcoords = texcoords + inc_vec; vec2 blur_texcoords = texcoords - inc_vec * NB_SAMPLES / 2;
for(int i=1 ; i < NB_SAMPLES ; i++) for(int i=1 ; i < NB_SAMPLES ; i++)
{ {
color += texture(color_buffer, blur_texcoords).rgb; color += texture(color_buffer, blur_texcoords).rgb;

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@ -607,17 +607,17 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
glUseProgram(FullScreenShader::MotionBlurShader::Program); glUseProgram(FullScreenShader::MotionBlurShader::Program);
glBindVertexArray(FullScreenShader::MotionBlurShader::vao); glBindVertexArray(FullScreenShader::MotionBlurShader::vao);
setTexture(0, in_fbo.getRTT()[0], GL_NEAREST, GL_NEAREST); setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST); setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::MotionBlurShader FullScreenShader::MotionBlurShader
::setUniforms(1., // Todo : should be framerate dependent ::setUniforms(.5, // Todo : should be framerate dependent
// Todo : use a previousPVMatrix per cam, not global // Todo : use a previousPVMatrix per cam, not global
irr_driver->getPreviousPVMatrix(), irr_driver->getPreviousPVMatrix(),
cb->getCenter(cam), cb->getCenter(cam),
cb->getDirection(cam), 0.15f, 0.15f,
cb->getMaxHeight(cam) * 0.7f, 0, 1); 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
} }

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@ -2687,7 +2687,7 @@ namespace FullScreenShader
vao = createFullScreenVAO(Program); vao = createFullScreenVAO(Program);
} }
void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex) void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, float mask_radius, unsigned TU_cb, unsigned TU_dtex)
{ {
glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer()); glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer());
glUniform1f(uniform_boost_amount, boost_amount); glUniform1f(uniform_boost_amount, boost_amount);

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@ -759,11 +759,11 @@ class MotionBlurShader
{ {
public: public:
static GLuint Program; static GLuint Program;
static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_direction, uniform_mask_radius, uniform_max_tex_height; static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_mask_radius;
static GLuint vao; static GLuint vao;
static void init(); static void init();
static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex); static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, float mask_radius, unsigned TU_cb, unsigned TU_dtex);
}; };
class GodFadeShader class GodFadeShader