OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_presentshader.cpp
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** Copy rendered texture to back buffer, possibly with gamma correction
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**
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*/
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_presentshader.h"
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void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.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.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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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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InputTexture.Init(mShader, "InputTexture");
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}
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mShader.Bind();
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}
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