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https://git.code.sf.net/p/quake/quakeforge
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a0adca011f
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).
37 lines
1 KiB
C
37 lines
1 KiB
C
/*
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qf_fisheye.h
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GL screen fisheye
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/25
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_GL_qf_fisheye_h
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#define __QF_GL_qf_fisheye_h
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void gl_InitFisheye (void);
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struct framebuffer_s;
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void gl_FisheyeScreen (struct framebuffer_s *fb);
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#endif//__QF_GL_qf_fisheye_h
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