- moved postprocessing shaders to their own folder.
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fde9172ea3
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f8dcb09ff0
23 changed files with 29 additions and 28 deletions
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@ -27,6 +27,7 @@
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "printf.h"
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namespace OpenGLRenderer
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{
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@ -296,7 +297,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
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FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader->Link(program_name);
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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@ -307,7 +308,7 @@ void FPresentShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present.fp", "shaders/glsl/present");
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Init("shaders/pp/present.fp", "shaders/pp/present");
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}
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mShader->Bind();
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}
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@ -318,7 +319,7 @@ void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
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Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d");
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}
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mShader->Bind();
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}
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@ -327,7 +328,7 @@ void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
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Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d");
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}
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mShader->Bind();
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}
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@ -336,7 +337,7 @@ void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
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Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d");
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}
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mShader->Bind();
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}
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@ -350,8 +351,8 @@ void FShadowMapShader::Bind()
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FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
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mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
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mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
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mShader->Link("shaders/glsl/shadowmap");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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