- consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
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3d3f364874
4 changed files with 25 additions and 20 deletions
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@ -68,18 +68,10 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
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hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
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hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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hw_postprocess.tonemap.Render(&renderstate);
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hw_postprocess.colormap.Render(&renderstate, fixedcm);
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hw_postprocess.lens.Render(&renderstate);
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hw_postprocess.fxaa.Render(&renderstate);
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hw_postprocess.customShaders.Run(&renderstate, "scene");
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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}
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//-----------------------------------------------------------------------------
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