- moved VR code and IntRect to 'common'
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4b56714199
commit
686aa9779d
23 changed files with 108 additions and 85 deletions
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@ -33,7 +33,7 @@
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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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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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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}
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@ -199,7 +199,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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}
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else
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{
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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