// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_bloomshader.cpp ** Shaders used to do bloom ** */ #include "v_video.h" #include "gl/shaders/gl_bloomshader.h" void FBloomExtractShader::Bind(IRenderQueue *q) { if (!mShader) { FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); mShader.reset(screen->CreateShaderProgram()); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330); mShader->Link("shaders/glsl/bloomextract"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); Uniforms.Init(); } mShader->Bind(q); } void FBloomCombineShader::Bind(IRenderQueue *q) { if (!mShader) { mShader.reset(screen->CreateShaderProgram()); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330); mShader->Link("shaders/glsl/bloomcombine"); } mShader->Bind(q); }