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https://github.com/ZDoom/gzdoom-gles.git
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- remove screenquadscale.vp
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parent
a26e2cd8e0
commit
0620041228
6 changed files with 8 additions and 18 deletions
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@ -33,7 +33,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
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FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
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mShader.reset(screen->CreateShaderProgram());
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
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mShader->Compile(IShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader->Link(program_name);
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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@ -29,5 +29,5 @@ vec4 Dither(vec4 c)
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void main()
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{
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)));
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord * UVScale)));
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}
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@ -23,11 +23,11 @@ void main()
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) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, TexCoord);
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inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
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}
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else {
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// inputColor = vec4(0, 1, 0, 1);
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inputColor = texture(RightEyeTexture, TexCoord);
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inputColor = texture(RightEyeTexture, TexCoord * UVScale);
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}
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FragColor = ApplyGamma(inputColor);
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}
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@ -21,11 +21,11 @@ void main()
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) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, TexCoord);
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inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
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}
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else {
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// inputColor = vec4(0, 1, 0, 1);
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inputColor = texture(RightEyeTexture, TexCoord);
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inputColor = texture(RightEyeTexture, TexCoord * UVScale);
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}
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FragColor = ApplyGamma(inputColor);
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}
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@ -21,11 +21,11 @@ void main()
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) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, TexCoord);
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inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
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}
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else {
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// inputColor = vec4(0, 1, 0, 1);
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inputColor = texture(RightEyeTexture, TexCoord);
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inputColor = texture(RightEyeTexture, TexCoord * UVScale);
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}
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FragColor = ApplyGamma(inputColor);
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}
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@ -1,10 +0,0 @@
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layout(location = 0) in vec4 PositionInProjection;
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layout(location = 1) in vec2 UV;
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layout(location = 0) out vec2 TexCoord;
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void main()
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{
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gl_Position = PositionInProjection;
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TexCoord = UV * UVScale;
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}
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