- remove the old OpenGL postprocess custom shader implementation
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d114575bd1
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7 changed files with 5 additions and 310 deletions
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@ -43,7 +43,6 @@
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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 "hwrenderer/data/flatvertices.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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@ -70,7 +69,7 @@ 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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mCustomPostProcessShaders->Run("beforebloom");
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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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mBuffers->BindCurrentFB();
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@ -80,7 +79,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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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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mCustomPostProcessShaders->Run("scene");
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hw_postprocess.customShaders.Run(&renderstate, "scene");
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}
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//-----------------------------------------------------------------------------
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@ -164,7 +163,8 @@ void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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screen->Clear2D();
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mCustomPostProcessShaders->Run("screen");
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.customShaders.Run(&renderstate, "screen");
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FGLDebug::PushGroup("CopyToBackbuffer");
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FGLPostProcessState savedState;
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