quakeforge/include/QF/GL/qf_fisheye.h
Bill Currie a0adca011f [gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
2022-03-26 12:51:31 +09:00

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C

/*
qf_fisheye.h
GL screen fisheye
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/3/25
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GL_qf_fisheye_h
#define __QF_GL_qf_fisheye_h
void gl_InitFisheye (void);
struct framebuffer_s;
void gl_FisheyeScreen (struct framebuffer_s *fb);
#endif//__QF_GL_qf_fisheye_h