// //--------------------------------------------------------------------------- // // 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_presentshader.cpp ** Copy rendered texture to back buffer, possibly with gamma correction ** */ #include "gl_load/gl_system.h" #include "v_video.h" #include "gl/shaders/gl_presentshader.h" void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name) { FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330); mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330); mShader.Link(program_name); mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(1, "UV"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); Uniforms.Init(); } void FPresentShader::Bind() { if (!mShader) { Init("shaders/glsl/present.fp", "shaders/glsl/present"); InputTexture.Init(mShader, "InputTexture"); } mShader.Bind(); }