- Move custom postprocess shader to its own file
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7 changed files with 237 additions and 156 deletions
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@ -62,6 +62,7 @@
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "gl/shaders/gl_postprocessshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -128,6 +129,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mFXAAShader = nullptr;
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mFXAALumaShader = nullptr;
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mShadowMapShader = nullptr;
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mCustomPostProcessShaders = nullptr;
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}
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void gl_LoadModels();
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@ -157,6 +159,7 @@ void FGLRenderer::Initialize(int width, int height)
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mPresent3dColumnShader = new FPresent3DColumnShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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mShadowMapShader = new FShadowMapShader();
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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m2DDrawer = new F2DDrawer;
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -232,6 +235,7 @@ FGLRenderer::~FGLRenderer()
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if (mColormapShader) delete mColormapShader;
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if (mLensShader) delete mLensShader;
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if (mShadowMapShader) delete mShadowMapShader;
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delete mCustomPostProcessShaders;
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delete mFXAAShader;
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delete mFXAALumaShader;
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}
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