- 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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@ -52,7 +52,6 @@
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_samplers.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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@ -97,7 +96,6 @@ 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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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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glGenQueries(1, &PortalQueryObject);
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@ -135,7 +133,6 @@ FGLRenderer::~FGLRenderer()
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if (mPresent3dColumnShader) delete mPresent3dColumnShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mShadowMapShader) delete mShadowMapShader;
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delete mCustomPostProcessShaders;
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}
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//===========================================================================
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