Fix blur shader to use RenderScreenQuad

This commit is contained in:
Magnus Norddahl 2016-08-12 17:51:06 +02:00 committed by Christoph Oelckers
commit 647ef5d029
3 changed files with 17 additions and 21 deletions

View file

@ -154,8 +154,8 @@ void FGLRenderer::BloomScene()
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i + 1];
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
}
// Blur and upscale:
@ -164,8 +164,8 @@ void FGLRenderer::BloomScene()
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i - 1];
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
// Linear upscale:
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
@ -179,8 +179,8 @@ void FGLRenderer::BloomScene()
RenderScreenQuad();
}
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindCurrentFB();