- removed the rest of the old lens and fxaa code

This commit is contained in:
Magnus Norddahl 2018-06-20 20:09:37 +02:00
parent 151ed22967
commit fd2037bd6c
1 changed files with 0 additions and 80 deletions

View File

@ -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
}
//-----------------------------------------------------------------------------