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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- moved postprocessing shaders to their own folder.
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parent
fde9172ea3
commit
f8dcb09ff0
23 changed files with 29 additions and 28 deletions
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@ -304,7 +304,7 @@ public:
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void ResetBackend() override { Backend.reset(); }
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FString VertexShader = "shaders/glsl/screenquad.vp";
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FString VertexShader = "shaders/pp/screenquad.vp";
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FString FragmentShader;
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FString Defines;
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std::vector<UniformFieldDesc> Uniforms;
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@ -377,10 +377,10 @@ private:
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int lastWidth = 0;
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int lastHeight = 0;
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PPShader BloomCombine = { "shaders/glsl/bloomcombine.fp", "", {} };
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PPShader BloomExtract = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
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PPShader BlurVertical = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
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PPShader BlurHorizontal = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
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PPShader BloomCombine = { "shaders/pp/bloomcombine.fp", "", {} };
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PPShader BloomExtract = { "shaders/pp/bloomextract.fp", "", ExtractUniforms::Desc() };
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PPShader BlurVertical = { "shaders/pp/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
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PPShader BlurHorizontal = { "shaders/pp/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -413,7 +413,7 @@ public:
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void Render(PPRenderState *renderstate);
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private:
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PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
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PPShader Lens = { "shaders/pp/lensdistortion.fp", "", LensUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -505,9 +505,9 @@ private:
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std::vector<PPExposureLevel> ExposureLevels;
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bool FirstExposureFrame = true;
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PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
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PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
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PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
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PPShader ExposureExtract = { "shaders/pp/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
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PPShader ExposureAverage = { "shaders/pp/exposureaverage.fp", "", {}, 400 };
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PPShader ExposureCombine = { "shaders/pp/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -533,7 +533,7 @@ public:
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void Render(PPRenderState *renderstate, int fixedcm);
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private:
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PPShader Colormap = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
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PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -549,11 +549,11 @@ private:
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PPTexture PaletteTexture;
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PPShader LinearShader = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
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PPShader ReinhardShader = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
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PPShader HejlDawsonShader = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
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PPShader Uncharted2Shader = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
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PPShader PaletteShader = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
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PPShader LinearShader = { "shaders/pp/tonemap.fp", "#define LINEAR\n", {} };
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PPShader ReinhardShader = { "shaders/pp/tonemap.fp", "#define REINHARD\n", {} };
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PPShader HejlDawsonShader = { "shaders/pp/tonemap.fp", "#define HEJLDAWSON\n", {} };
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PPShader Uncharted2Shader = { "shaders/pp/tonemap.fp", "#define UNCHARTED2\n", {} };
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PPShader PaletteShader = { "shaders/pp/tonemap.fp", "#define PALETTE\n", {} };
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enum TonemapMode
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{
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@ -754,10 +754,10 @@ public:
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PPTexture Dither;
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PPShader Present = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() };
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PPShader Checker3D = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() };
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PPShader Column3D = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() };
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PPShader Row3D = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() };
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PPShader Present = { "shaders/pp/present.fp", "", PresentUniforms::Desc() };
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PPShader Checker3D = { "shaders/pp/present_checker3d.fp", "", PresentUniforms::Desc() };
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PPShader Column3D = { "shaders/pp/present_column3d.fp", "", PresentUniforms::Desc() };
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PPShader Row3D = { "shaders/pp/present_row3d.fp", "", PresentUniforms::Desc() };
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};
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struct ShadowMapUniforms
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@ -817,7 +817,7 @@ public:
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void Update(PPRenderState* renderstate);
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private:
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PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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PPShader ShadowMap = { "shaders/pp/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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};
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@ -89,7 +89,7 @@ public:
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bool StartOffscreen();
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void EndOffscreen();
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void BindToFrameBuffer(FTexture *mat);
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void BindToFrameBuffer(FTexture* tex);
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private:
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@ -27,6 +27,7 @@
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "printf.h"
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namespace OpenGLRenderer
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{
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@ -296,7 +297,7 @@ 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(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::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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@ -307,7 +308,7 @@ void FPresentShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present.fp", "shaders/glsl/present");
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Init("shaders/pp/present.fp", "shaders/pp/present");
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}
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mShader->Bind();
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}
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@ -318,7 +319,7 @@ void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
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Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d");
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}
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mShader->Bind();
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}
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@ -327,7 +328,7 @@ void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
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Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d");
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}
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mShader->Bind();
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}
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@ -336,7 +337,7 @@ void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
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Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d");
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}
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mShader->Bind();
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}
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@ -350,8 +351,8 @@ void FShadowMapShader::Bind()
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FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
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mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
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mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
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mShader->Link("shaders/glsl/shadowmap");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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