- remove screenquadscale.vp

This commit is contained in:
Magnus Norddahl 2019-03-12 16:24:55 +01:00
parent a26e2cd8e0
commit 0620041228
6 changed files with 8 additions and 18 deletions

View file

@ -33,7 +33,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
mShader->Compile(IShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");

View file

@ -29,5 +29,5 @@ vec4 Dither(vec4 c)
void main()
{
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)));
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord * UVScale)));
}

View file

@ -23,11 +23,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -21,11 +21,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -21,11 +21,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -1,10 +0,0 @@
layout(location = 0) in vec4 PositionInProjection;
layout(location = 1) in vec2 UV;
layout(location = 0) out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = UV * UVScale;
}