- moved 2 more modules to 'common'.

This commit is contained in:
Christoph Oelckers 2020-04-26 21:38:34 +02:00
commit 1346787e29
13 changed files with 23 additions and 23 deletions

View file

@ -395,8 +395,8 @@ void PPFXAA::CreateShaders()
if (LastQuality == gl_fxaa)
return;
FXAALuma = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
LastQuality = gl_fxaa;
}
@ -681,14 +681,14 @@ void PPAmbientOcclusion::CreateShaders()
#define NUM_STEPS %d.0
)", numDirections, numSteps);
LinearDepth = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LinearDepth = { "shaders/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/pp/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LastQuality = gl_ssao;
}