vkdoom_m/src/gl/shaders/gl_blurshader.cpp
2018-06-13 17:44:49 +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_blurshader.cpp
** Gaussian blur shader
**
*/
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
void FBlurShader::Bind(bool vertical)
{
if (!mShader[vertical])
{
FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc());
if (vertical)
prolog += "#define BLUR_VERTICAL\n";
else
prolog += "#define BLUR_HORIZONTAL\n";
mShader[vertical].Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader[vertical].Compile(FShaderProgram::Fragment, "shaders/glsl/blur.fp", prolog, 330);
mShader[vertical].Link("shaders/glsl/blur");
mShader[vertical].SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
Uniforms[vertical].Init();
}
mShader[vertical].Bind();
}