- change ShaderUniforms so that it just contains the uniform block and not the binding point
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49073489e5
commit
9155b773cc
13 changed files with 59 additions and 41 deletions
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@ -125,7 +125,7 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
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mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mLinearDepthShader->Uniforms.Set();
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mLinearDepthShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -148,7 +148,7 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->Uniforms->AOStrength = aoStrength;
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mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOShader->Uniforms.Set();
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mSSAOShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Blur SSAO texture
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@ -159,7 +159,7 @@ void FGLRenderer::AmbientOccludeScene()
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[false].Set();
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mDepthBlurShader->Uniforms[false].Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->AmbientFB1.Bind();
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@ -168,7 +168,7 @@ void FGLRenderer::AmbientOccludeScene()
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mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
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mDepthBlurShader->Uniforms[true].Set();
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mDepthBlurShader->Uniforms[true].Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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}
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@ -191,7 +191,7 @@ void FGLRenderer::AmbientOccludeScene()
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if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
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mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOCombineShader->Uniforms.Set();
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mSSAOCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -225,7 +225,7 @@ void FGLRenderer::UpdateCameraExposure()
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms.Set();
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mExposureExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Find the average value:
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@ -262,7 +262,7 @@ void FGLRenderer::UpdateCameraExposure()
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mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min;
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mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale;
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mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
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mExposureCombineShader->Uniforms.Set();
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mExposureCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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@ -304,7 +304,7 @@ void FGLRenderer::BloomScene(int fixedcm)
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms.Set();
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mBloomExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Blur and downscale:
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@ -534,7 +534,7 @@ void FGLRenderer::ColormapScene(int fixedcm)
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mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
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mColormapShader->Uniforms->MapRange = m;
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mColormapShader->Uniforms.Set();
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mColormapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -590,7 +590,7 @@ void FGLRenderer::LensDistortScene()
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mLensShader->Uniforms->Scale = scale;
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mLensShader->Uniforms->LensDistortionCoefficient = k;
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mLensShader->Uniforms->CubicDistortionValue = kcube;
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mLensShader->Uniforms.Set();
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mLensShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -626,7 +626,7 @@ void FGLRenderer::ApplyFXAA()
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mFXAAShader->Bind();
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mFXAAShader->InputTexture.Set(0);
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mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
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mFXAAShader->Uniforms.Set();
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mFXAAShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -745,7 +745,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms.Set();
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mPresentShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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}
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