2016-09-14 18:01:13 +00:00
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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/
|
|
|
|
//
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
//
|
2016-07-26 19:27:02 +00:00
|
|
|
/*
|
|
|
|
** gl_presentshader.cpp
|
|
|
|
** Copy rendered texture to back buffer, possibly with gamma correction
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "gl/system/gl_system.h"
|
|
|
|
#include "files.h"
|
|
|
|
#include "m_swap.h"
|
|
|
|
#include "v_video.h"
|
|
|
|
#include "gl/gl_functions.h"
|
|
|
|
#include "vectors.h"
|
|
|
|
#include "gl/system/gl_interface.h"
|
|
|
|
#include "gl/system/gl_framebuffer.h"
|
|
|
|
#include "gl/system/gl_cvars.h"
|
|
|
|
#include "gl/shaders/gl_presentshader.h"
|
|
|
|
|
|
|
|
void FPresentShader::Bind()
|
|
|
|
{
|
|
|
|
if (!mShader)
|
|
|
|
{
|
2016-08-08 14:06:02 +00:00
|
|
|
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
|
2016-07-29 19:31:20 +00:00
|
|
|
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
|
2016-07-26 19:27:02 +00:00
|
|
|
mShader.SetFragDataLocation(0, "FragColor");
|
|
|
|
mShader.Link("shaders/glsl/present");
|
|
|
|
mShader.SetAttribLocation(0, "PositionInProjection");
|
2016-07-31 14:23:21 +00:00
|
|
|
mShader.SetAttribLocation(1, "UV");
|
2016-07-26 19:27:02 +00:00
|
|
|
InputTexture.Init(mShader, "InputTexture");
|
2016-08-15 22:01:18 +00:00
|
|
|
InvGamma.Init(mShader, "InvGamma");
|
2016-07-26 19:27:02 +00:00
|
|
|
Contrast.Init(mShader, "Contrast");
|
|
|
|
Brightness.Init(mShader, "Brightness");
|
2016-08-08 14:06:02 +00:00
|
|
|
Scale.Init(mShader, "UVScale");
|
2016-07-26 19:27:02 +00:00
|
|
|
}
|
|
|
|
mShader.Bind();
|
|
|
|
}
|