- moved postprocessing shaders to their own folder.

This commit is contained in:
Christoph Oelckers 2020-04-26 21:22:57 +02:00
parent fde9172ea3
commit f8dcb09ff0
23 changed files with 29 additions and 28 deletions

View file

@ -304,7 +304,7 @@ public:
void ResetBackend() override { Backend.reset(); }
FString VertexShader = "shaders/glsl/screenquad.vp";
FString VertexShader = "shaders/pp/screenquad.vp";
FString FragmentShader;
FString Defines;
std::vector<UniformFieldDesc> Uniforms;
@ -377,10 +377,10 @@ private:
int lastWidth = 0;
int lastHeight = 0;
PPShader BloomCombine = { "shaders/glsl/bloomcombine.fp", "", {} };
PPShader BloomExtract = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
PPShader BlurVertical = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
PPShader BlurHorizontal = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
PPShader BloomCombine = { "shaders/pp/bloomcombine.fp", "", {} };
PPShader BloomExtract = { "shaders/pp/bloomextract.fp", "", ExtractUniforms::Desc() };
PPShader BlurVertical = { "shaders/pp/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
PPShader BlurHorizontal = { "shaders/pp/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
@ -413,7 +413,7 @@ public:
void Render(PPRenderState *renderstate);
private:
PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
PPShader Lens = { "shaders/pp/lensdistortion.fp", "", LensUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
@ -505,9 +505,9 @@ private:
std::vector<PPExposureLevel> ExposureLevels;
bool FirstExposureFrame = true;
PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
PPShader ExposureExtract = { "shaders/pp/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
PPShader ExposureAverage = { "shaders/pp/exposureaverage.fp", "", {}, 400 };
PPShader ExposureCombine = { "shaders/pp/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
@ -533,7 +533,7 @@ public:
void Render(PPRenderState *renderstate, int fixedcm);
private:
PPShader Colormap = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
@ -549,11 +549,11 @@ private:
PPTexture PaletteTexture;
PPShader LinearShader = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
PPShader ReinhardShader = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
PPShader HejlDawsonShader = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
PPShader Uncharted2Shader = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
PPShader PaletteShader = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
PPShader LinearShader = { "shaders/pp/tonemap.fp", "#define LINEAR\n", {} };
PPShader ReinhardShader = { "shaders/pp/tonemap.fp", "#define REINHARD\n", {} };
PPShader HejlDawsonShader = { "shaders/pp/tonemap.fp", "#define HEJLDAWSON\n", {} };
PPShader Uncharted2Shader = { "shaders/pp/tonemap.fp", "#define UNCHARTED2\n", {} };
PPShader PaletteShader = { "shaders/pp/tonemap.fp", "#define PALETTE\n", {} };
enum TonemapMode
{
@ -754,10 +754,10 @@ public:
PPTexture Dither;
PPShader Present = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() };
PPShader Checker3D = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() };
PPShader Column3D = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() };
PPShader Row3D = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() };
PPShader Present = { "shaders/pp/present.fp", "", PresentUniforms::Desc() };
PPShader Checker3D = { "shaders/pp/present_checker3d.fp", "", PresentUniforms::Desc() };
PPShader Column3D = { "shaders/pp/present_column3d.fp", "", PresentUniforms::Desc() };
PPShader Row3D = { "shaders/pp/present_row3d.fp", "", PresentUniforms::Desc() };
};
struct ShadowMapUniforms
@ -817,7 +817,7 @@ public:
void Update(PPRenderState* renderstate);
private:
PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
PPShader ShadowMap = { "shaders/pp/shadowmap.fp", "", ShadowMapUniforms::Desc() };
};

View file

@ -89,7 +89,7 @@ public:
bool StartOffscreen();
void EndOffscreen();
void BindToFrameBuffer(FTexture *mat);
void BindToFrameBuffer(FTexture* tex);
private:

View file

@ -27,6 +27,7 @@
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "filesystem.h"
#include "printf.h"
namespace OpenGLRenderer
{
@ -296,7 +297,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
@ -307,7 +308,7 @@ void FPresentShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present.fp", "shaders/glsl/present");
Init("shaders/pp/present.fp", "shaders/pp/present");
}
mShader->Bind();
}
@ -318,7 +319,7 @@ void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d");
}
mShader->Bind();
}
@ -327,7 +328,7 @@ void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d");
}
mShader->Bind();
}
@ -336,7 +337,7 @@ void FPresent3DRowShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d");
}
mShader->Bind();
}
@ -350,8 +351,8 @@ void FShadowMapShader::Bind()
FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
mShader->Link("shaders/glsl/shadowmap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();