- moved 2 more modules to 'common'.
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f8dcb09ff0
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13 changed files with 23 additions and 23 deletions
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@ -395,8 +395,8 @@ void PPFXAA::CreateShaders()
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if (LastQuality == gl_fxaa)
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return;
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FXAALuma = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
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FXAA = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
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FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
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FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
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LastQuality = gl_fxaa;
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}
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@ -681,14 +681,14 @@ void PPAmbientOcclusion::CreateShaders()
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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LinearDepth = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
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LinearDepthMS = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
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AmbientOcclude = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
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AmbientOccludeMS = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
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BlurVertical = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
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BlurHorizontal = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
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Combine = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
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CombineMS = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
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LinearDepth = { "shaders/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
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LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
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AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
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AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
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BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
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BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
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Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
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CombineMS = { "shaders/pp/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
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LastQuality = gl_ssao;
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}
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