- remove the old OpenGL postprocess custom shader implementation

This commit is contained in:
Magnus Norddahl 2019-04-08 01:31:22 +02:00
commit b30ed99672
7 changed files with 5 additions and 310 deletions

View file

@ -52,7 +52,6 @@
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_samplers.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
@ -97,7 +96,6 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader();
mCustomPostProcessShaders = new FCustomPostProcessShaders();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenQueries(1, &PortalQueryObject);
@ -135,7 +133,6 @@ FGLRenderer::~FGLRenderer()
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
if (mShadowMapShader) delete mShadowMapShader;
delete mCustomPostProcessShaders;
}
//===========================================================================