diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp index b7decd4d7..696b64a3d 100644 --- a/src/gl/renderer/gl_postprocess.cpp +++ b/src/gl/renderer/gl_postprocess.cpp @@ -737,59 +737,10 @@ void FGLRenderer::ColormapScene(int fixedcm) void FGLRenderer::LensDistortScene() { -#if 1 - PPLensDistort lens; lens.DeclareShaders(); lens.UpdateSteps(); mBuffers->RenderEffect("LensDistortScene"); - -#else - if (gl_lens == 0) - return; - - FGLDebug::PushGroup("LensDistortScene"); - - float k[4] = - { - gl_lens_k, - gl_lens_k * gl_lens_chromatic, - gl_lens_k * gl_lens_chromatic * gl_lens_chromatic, - 0.0f - }; - float kcube[4] = - { - gl_lens_kcube, - gl_lens_kcube * gl_lens_chromatic, - gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic, - 0.0f - }; - - float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height; - - // Scale factor to keep sampling within the input texture - float r2 = aspect * aspect * 0.25 + 0.25f; - float sqrt_r2 = sqrt(r2); - float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f); - float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f); - float f = MAX(f0, f2); - float scale = 1.0f / f; - - FGLPostProcessState savedState; - - mBuffers->BindNextFB(); - mBuffers->BindCurrentTexture(0, GL_LINEAR); - mLensShader->Bind(NOQUEUE); - mLensShader->Uniforms->AspectRatio = aspect; - mLensShader->Uniforms->Scale = scale; - mLensShader->Uniforms->LensDistortionCoefficient = k; - mLensShader->Uniforms->CubicDistortionValue = kcube; - mLensShader->Uniforms.Set(); - RenderScreenQuad(); - mBuffers->NextTexture(); - - FGLDebug::PopGroup(); -#endif } //----------------------------------------------------------------------------- @@ -800,41 +751,10 @@ void FGLRenderer::LensDistortScene() void FGLRenderer::ApplyFXAA() { -#if 1 - PPFXAA fxaa; fxaa.DeclareShaders(); fxaa.UpdateSteps(); mBuffers->RenderEffect("ApplyFXAA"); - -#else - - if (0 == gl_fxaa) - { - return; - } - - FGLDebug::PushGroup("ApplyFXAA"); - - FGLPostProcessState savedState; - - mBuffers->BindNextFB(); - mBuffers->BindCurrentTexture(0); - mFXAALumaShader->Bind(NOQUEUE); - RenderScreenQuad(); - mBuffers->NextTexture(); - - mBuffers->BindNextFB(); - mBuffers->BindCurrentTexture(0, GL_LINEAR); - mFXAAShader->Bind(NOQUEUE); - mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() }; - mFXAAShader->Uniforms.Set(); - RenderScreenQuad(); - mBuffers->NextTexture(); - - FGLDebug::PopGroup(); - -#endif } //-----------------------------------------------------------------------------