vkdoom_m/src/gl/shaders/gl_presentshader.cpp
Christoph Oelckers ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00

53 lines
1.8 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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();
}