Moved more shaders.
This commit is contained in:
@@ -499,6 +499,33 @@ public:
|
||||
} // MotionBlurShader
|
||||
}; // MotionBlurShader
|
||||
|
||||
// ============================================================================
|
||||
class GodFadeShader : public TextureShader<GodFadeShader, 1, video::SColorf>
|
||||
{
|
||||
public:
|
||||
GodFadeShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "godfade.frag");
|
||||
assignUniforms("col");
|
||||
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
||||
} // GodFadeShader
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
class GodRayShader : public TextureShader<GodRayShader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
GodRayShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "godray.frag");
|
||||
|
||||
assignUniforms("sunpos");
|
||||
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
||||
} // GodRayShader
|
||||
}; // GodRayShader
|
||||
|
||||
// ============================================================================
|
||||
|
||||
PostProcessing::PostProcessing(IVideoDriver* video_driver)
|
||||
@@ -1129,15 +1156,15 @@ void PostProcessing::renderMotionBlur(unsigned , FrameBuffer &in_fbo,
|
||||
// ----------------------------------------------------------------------------
|
||||
static void renderGodFade(GLuint tex, const SColor &col)
|
||||
{
|
||||
FullScreenShader::GodFadeShader::getInstance()->setTextureUnits(tex);
|
||||
DrawFullScreenEffect<FullScreenShader::GodFadeShader>(col);
|
||||
GodFadeShader::getInstance()->setTextureUnits(tex);
|
||||
DrawFullScreenEffect<GodFadeShader>(col);
|
||||
} // renderGodFade
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
static void renderGodRay(GLuint tex, const core::vector2df &sunpos)
|
||||
{
|
||||
FullScreenShader::GodRayShader::getInstance()->setTextureUnits(tex);
|
||||
DrawFullScreenEffect<FullScreenShader::GodRayShader>(sunpos);
|
||||
GodRayShader::getInstance()->setTextureUnits(tex);
|
||||
DrawFullScreenEffect<GodRayShader>(sunpos);
|
||||
} // renderGodRay
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
@@ -468,26 +468,6 @@ namespace FullScreenShader
|
||||
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
|
||||
}
|
||||
|
||||
GodFadeShader::GodFadeShader()
|
||||
{
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "godfade.frag");
|
||||
assignUniforms("col");
|
||||
|
||||
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
||||
}
|
||||
|
||||
GodRayShader::GodRayShader()
|
||||
{
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "godray.frag");
|
||||
|
||||
assignUniforms("sunpos");
|
||||
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
||||
}
|
||||
|
||||
MLAAColorEdgeDetectionSHader::MLAAColorEdgeDetectionSHader()
|
||||
{
|
||||
loadProgram(OBJECT,
|
||||
|
||||
@@ -94,18 +94,6 @@ public:
|
||||
FogShader();
|
||||
};
|
||||
|
||||
class GodFadeShader : public TextureShader<GodFadeShader, 1, video::SColorf>
|
||||
{
|
||||
public:
|
||||
GodFadeShader();
|
||||
};
|
||||
|
||||
class GodRayShader : public TextureShader<GodRayShader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
GodRayShader();
|
||||
};
|
||||
|
||||
class MLAAColorEdgeDetectionSHader : public TextureShader<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
|
||||
Reference in New Issue
Block a user