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- removed the rest of the old lens and fxaa code
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1 changed files with 0 additions and 80 deletions
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@ -737,59 +737,10 @@ void FGLRenderer::ColormapScene(int fixedcm)
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void FGLRenderer::LensDistortScene()
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void FGLRenderer::LensDistortScene()
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{
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{
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#if 1
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PPLensDistort lens;
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PPLensDistort lens;
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lens.DeclareShaders();
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lens.DeclareShaders();
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lens.UpdateSteps();
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lens.UpdateSteps();
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mBuffers->RenderEffect("LensDistortScene");
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mBuffers->RenderEffect("LensDistortScene");
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#else
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if (gl_lens == 0)
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return;
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FGLDebug::PushGroup("LensDistortScene");
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float k[4] =
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{
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gl_lens_k,
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gl_lens_k * gl_lens_chromatic,
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gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float kcube[4] =
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{
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gl_lens_kcube,
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gl_lens_kcube * gl_lens_chromatic,
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gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height;
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// Scale factor to keep sampling within the input texture
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float r2 = aspect * aspect * 0.25 + 0.25f;
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float sqrt_r2 = sqrt(r2);
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float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
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float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
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float f = MAX(f0, f2);
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float scale = 1.0f / f;
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mLensShader->Bind(NOQUEUE);
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mLensShader->Uniforms->AspectRatio = aspect;
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mLensShader->Uniforms->Scale = scale;
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mLensShader->Uniforms->LensDistortionCoefficient = k;
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mLensShader->Uniforms->CubicDistortionValue = kcube;
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mLensShader->Uniforms.Set();
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RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -800,41 +751,10 @@ void FGLRenderer::LensDistortScene()
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void FGLRenderer::ApplyFXAA()
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void FGLRenderer::ApplyFXAA()
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{
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{
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#if 1
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PPFXAA fxaa;
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PPFXAA fxaa;
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fxaa.DeclareShaders();
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fxaa.DeclareShaders();
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fxaa.UpdateSteps();
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fxaa.UpdateSteps();
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mBuffers->RenderEffect("ApplyFXAA");
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mBuffers->RenderEffect("ApplyFXAA");
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#else
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if (0 == gl_fxaa)
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{
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return;
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}
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FGLDebug::PushGroup("ApplyFXAA");
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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mFXAALumaShader->Bind(NOQUEUE);
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RenderScreenQuad();
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mBuffers->NextTexture();
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mFXAAShader->Bind(NOQUEUE);
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mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
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mFXAAShader->Uniforms.Set();
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RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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