Remove some Motion Blur unused vars
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f23f7b05e5
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746e910e46
@ -80,11 +80,11 @@ void main()
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blur_factor *= boost_amount;
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blur_factor *= boost_amount;
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// Scale the blur direction
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// Scale the blur direction
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blur_dir *= blur_factor;
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blur_dir *= boost_amount;
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// Compute the blur
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// Compute the blur
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vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
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vec2 inc_vec = blur_dir / vec2(NB_SAMPLES);
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vec2 blur_texcoords = texcoords + inc_vec;
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vec2 blur_texcoords = texcoords - inc_vec * NB_SAMPLES / 2;
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for(int i=1 ; i < NB_SAMPLES ; i++)
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for(int i=1 ; i < NB_SAMPLES ; i++)
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{
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{
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color += texture(color_buffer, blur_texcoords).rgb;
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color += texture(color_buffer, blur_texcoords).rgb;
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@ -607,17 +607,17 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
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glUseProgram(FullScreenShader::MotionBlurShader::Program);
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glUseProgram(FullScreenShader::MotionBlurShader::Program);
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glBindVertexArray(FullScreenShader::MotionBlurShader::vao);
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glBindVertexArray(FullScreenShader::MotionBlurShader::vao);
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setTexture(0, in_fbo.getRTT()[0], GL_NEAREST, GL_NEAREST);
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setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::MotionBlurShader
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FullScreenShader::MotionBlurShader
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::setUniforms(1., // Todo : should be framerate dependent
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::setUniforms(.5, // Todo : should be framerate dependent
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// Todo : use a previousPVMatrix per cam, not global
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// Todo : use a previousPVMatrix per cam, not global
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irr_driver->getPreviousPVMatrix(),
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irr_driver->getPreviousPVMatrix(),
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cb->getCenter(cam),
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cb->getCenter(cam),
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cb->getDirection(cam), 0.15f,
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0.15f,
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cb->getMaxHeight(cam) * 0.7f, 0, 1);
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0, 1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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@ -2687,7 +2687,7 @@ namespace FullScreenShader
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vao = createFullScreenVAO(Program);
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vao = createFullScreenVAO(Program);
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}
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}
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void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex)
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void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, float mask_radius, unsigned TU_cb, unsigned TU_dtex)
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{
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{
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glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer());
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glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer());
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glUniform1f(uniform_boost_amount, boost_amount);
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glUniform1f(uniform_boost_amount, boost_amount);
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@ -759,11 +759,11 @@ class MotionBlurShader
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{
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{
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public:
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public:
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static GLuint Program;
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static GLuint Program;
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static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_direction, uniform_mask_radius, uniform_max_tex_height;
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static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_mask_radius;
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static GLuint vao;
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static GLuint vao;
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static void init();
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static void init();
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static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex);
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static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, float mask_radius, unsigned TU_cb, unsigned TU_dtex);
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};
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};
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class GodFadeShader
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class GodFadeShader
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