From 06200412283939468f88a6926a5f15e3d77a556f Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Tue, 12 Mar 2019 16:24:55 +0100 Subject: [PATCH] - remove screenquadscale.vp --- .../hwrenderer/postprocessing/hw_presentshader.cpp | 2 +- wadsrc/static/shaders/glsl/present.fp | 2 +- wadsrc/static/shaders/glsl/present_checker3d.fp | 4 ++-- wadsrc/static/shaders/glsl/present_column3d.fp | 4 ++-- wadsrc/static/shaders/glsl/present_row3d.fp | 4 ++-- wadsrc/static/shaders/glsl/screenquadscale.vp | 10 ---------- 6 files changed, 8 insertions(+), 18 deletions(-) delete mode 100644 wadsrc/static/shaders/glsl/screenquadscale.vp diff --git a/src/rendering/hwrenderer/postprocessing/hw_presentshader.cpp b/src/rendering/hwrenderer/postprocessing/hw_presentshader.cpp index 3740ebc18..733f3e97d 100644 --- a/src/rendering/hwrenderer/postprocessing/hw_presentshader.cpp +++ b/src/rendering/hwrenderer/postprocessing/hw_presentshader.cpp @@ -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"); diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/glsl/present.fp index 8a2ca13fa..221f6247e 100644 --- a/wadsrc/static/shaders/glsl/present.fp +++ b/wadsrc/static/shaders/glsl/present.fp @@ -29,5 +29,5 @@ vec4 Dither(vec4 c) void main() { - FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord))); + FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord * UVScale))); } diff --git a/wadsrc/static/shaders/glsl/present_checker3d.fp b/wadsrc/static/shaders/glsl/present_checker3d.fp index 86842cd66..cf4540fe3 100644 --- a/wadsrc/static/shaders/glsl/present_checker3d.fp +++ b/wadsrc/static/shaders/glsl/present_checker3d.fp @@ -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); } diff --git a/wadsrc/static/shaders/glsl/present_column3d.fp b/wadsrc/static/shaders/glsl/present_column3d.fp index 274a75005..a90568152 100644 --- a/wadsrc/static/shaders/glsl/present_column3d.fp +++ b/wadsrc/static/shaders/glsl/present_column3d.fp @@ -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); } diff --git a/wadsrc/static/shaders/glsl/present_row3d.fp b/wadsrc/static/shaders/glsl/present_row3d.fp index c82e2c755..3eb3fc674 100644 --- a/wadsrc/static/shaders/glsl/present_row3d.fp +++ b/wadsrc/static/shaders/glsl/present_row3d.fp @@ -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); } diff --git a/wadsrc/static/shaders/glsl/screenquadscale.vp b/wadsrc/static/shaders/glsl/screenquadscale.vp deleted file mode 100644 index 3af812a1d..000000000 --- a/wadsrc/static/shaders/glsl/screenquadscale.vp +++ /dev/null @@ -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; -}