- moved postprocessing shaders to their own folder.

This commit is contained in:
Christoph Oelckers 2020-04-26 21:22:57 +02:00
commit f8dcb09ff0
23 changed files with 29 additions and 28 deletions

View file

@ -27,6 +27,7 @@
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "filesystem.h"
#include "printf.h"
namespace OpenGLRenderer
{
@ -296,7 +297,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
@ -307,7 +308,7 @@ void FPresentShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present.fp", "shaders/glsl/present");
Init("shaders/pp/present.fp", "shaders/pp/present");
}
mShader->Bind();
}
@ -318,7 +319,7 @@ void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d");
}
mShader->Bind();
}
@ -327,7 +328,7 @@ void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d");
}
mShader->Bind();
}
@ -336,7 +337,7 @@ void FPresent3DRowShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d");
}
mShader->Bind();
}
@ -350,8 +351,8 @@ void FShadowMapShader::Bind()
FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
mShader->Link("shaders/glsl/shadowmap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();