refactor custom uniforms in preparation for custom material uniforms
This commit is contained in:
parent
6a2ade1988
commit
d23c727350
10 changed files with 648 additions and 278 deletions
|
|
@ -233,7 +233,7 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
|
|||
|
||||
renderstate.Clear();
|
||||
renderstate.Shader = &hw_postprocess.present.Present;
|
||||
renderstate.Uniforms.Set(uniforms);
|
||||
renderstate.Uniforms.Set(&uniforms);
|
||||
renderstate.Viewport = box;
|
||||
renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
|
||||
renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat);
|
||||
|
|
@ -243,6 +243,7 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
|
|||
renderstate.SetOutputSwapChain();
|
||||
renderstate.SetNoBlend();
|
||||
renderstate.Draw();
|
||||
renderstate.Uniforms.Clear();
|
||||
}
|
||||
|
||||
void VkPostprocess::UpdateLinearDepthTexture()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue