mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- remove screenquadscale.vp
This commit is contained in:
parent
a26e2cd8e0
commit
0620041228
6 changed files with 8 additions and 18 deletions
|
@ -33,7 +33,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
|
||||||
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
|
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
|
||||||
|
|
||||||
mShader.reset(screen->CreateShaderProgram());
|
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->Compile(IShaderProgram::Fragment, vtx_shader_name, prolog, 330);
|
||||||
mShader->Link(program_name);
|
mShader->Link(program_name);
|
||||||
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||||
|
|
|
@ -29,5 +29,5 @@ vec4 Dither(vec4 c)
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)));
|
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord * UVScale)));
|
||||||
}
|
}
|
||||||
|
|
|
@ -23,11 +23,11 @@ void main()
|
||||||
) % 2 == 0;
|
) % 2 == 0;
|
||||||
vec4 inputColor;
|
vec4 inputColor;
|
||||||
if (isLeftEye) {
|
if (isLeftEye) {
|
||||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// inputColor = vec4(0, 1, 0, 1);
|
// inputColor = vec4(0, 1, 0, 1);
|
||||||
inputColor = texture(RightEyeTexture, TexCoord);
|
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
FragColor = ApplyGamma(inputColor);
|
FragColor = ApplyGamma(inputColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -21,11 +21,11 @@ void main()
|
||||||
) % 2 == 0;
|
) % 2 == 0;
|
||||||
vec4 inputColor;
|
vec4 inputColor;
|
||||||
if (isLeftEye) {
|
if (isLeftEye) {
|
||||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// inputColor = vec4(0, 1, 0, 1);
|
// inputColor = vec4(0, 1, 0, 1);
|
||||||
inputColor = texture(RightEyeTexture, TexCoord);
|
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
FragColor = ApplyGamma(inputColor);
|
FragColor = ApplyGamma(inputColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -21,11 +21,11 @@ void main()
|
||||||
) % 2 == 0;
|
) % 2 == 0;
|
||||||
vec4 inputColor;
|
vec4 inputColor;
|
||||||
if (isLeftEye) {
|
if (isLeftEye) {
|
||||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// inputColor = vec4(0, 1, 0, 1);
|
// inputColor = vec4(0, 1, 0, 1);
|
||||||
inputColor = texture(RightEyeTexture, TexCoord);
|
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
|
||||||
}
|
}
|
||||||
FragColor = ApplyGamma(inputColor);
|
FragColor = ApplyGamma(inputColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
|
||||||
}
|
|
Loading…
Reference in a new issue