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GLSL gamma: implement some suggestions from Spike - remove redundant glClear, remove matrix changes (not used in programmable pipeline), change filter mode to nearest (no filtering will happen anyway)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1188 af15c1b1-3010-417e-b628-4374ebc0bcbd
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1 changed files with 2 additions and 9 deletions
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@ -184,8 +184,8 @@ void GLSLGamma_GammaCorrect (void)
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glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
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glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, glwidth, glheight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, glwidth, glheight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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}
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// create shader if needed
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// create shader if needed
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@ -203,8 +203,6 @@ void GLSLGamma_GammaCorrect (void)
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glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
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glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
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glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, glx, gly, glwidth, glheight);
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glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, glx, gly, glwidth, glheight);
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glClear (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// draw the texture back to the framebuffer with a fragment shader
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// draw the texture back to the framebuffer with a fragment shader
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GL_UseProgramFunc (r_gamma_program);
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GL_UseProgramFunc (r_gamma_program);
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GL_Uniform1fFunc (gammaLoc, vid_gamma.value);
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GL_Uniform1fFunc (gammaLoc, vid_gamma.value);
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@ -214,11 +212,6 @@ void GLSLGamma_GammaCorrect (void)
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_DEPTH_TEST);
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glViewport (glx, gly, glwidth, glheight);
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glViewport (glx, gly, glwidth, glheight);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0, 1, 1, 0, -99999, 99999);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glBegin (GL_QUADS);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glTexCoord2f (0, 0);
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