// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_bloomshader.cpp ** Shaders used to do bloom ** */ #include "gl/system/gl_system.h" #include "files.h" #include "m_swap.h" #include "v_video.h" #include "gl/gl_functions.h" #include "vectors.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/shaders/gl_bloomshader.h" void FBloomExtractShader::Bind() { if (!mShader) { mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330); mShader.SetFragDataLocation(0, "FragColor"); mShader.Link("shaders/glsl/bloomextract"); mShader.SetAttribLocation(0, "PositionInProjection"); SceneTexture.Init(mShader, "SceneTexture"); ExposureTexture.Init(mShader, "ExposureTexture"); Scale.Init(mShader, "Scale"); Offset.Init(mShader, "Offset"); } mShader.Bind(); } void FBloomCombineShader::Bind() { if (!mShader) { mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330); mShader.SetFragDataLocation(0, "FragColor"); mShader.Link("shaders/glsl/bloomcombine"); mShader.SetAttribLocation(0, "PositionInProjection"); BloomTexture.Init(mShader, "Bloom"); } mShader.Bind(); }