gzdoom-gles/src/gl/shaders/gl_ambientshader.h
2016-09-25 00:22:31 +02:00

70 lines
No EOL
1.3 KiB
C++

#ifndef __GL_AMBIENTSHADER_H
#define __GL_AMBIENTSHADER_H
#include "gl_shaderprogram.h"
class FLinearDepthShader
{
public:
void Bind(bool multisample);
FBufferedUniformSampler DepthTexture[2];
FBufferedUniformSampler ColorTexture[2];
FBufferedUniform1i SampleCount[2];
FBufferedUniform1f LinearizeDepthA[2];
FBufferedUniform1f LinearizeDepthB[2];
FBufferedUniform1f InverseDepthRangeA[2];
FBufferedUniform1f InverseDepthRangeB[2];
FBufferedUniform2f Scale[2];
FBufferedUniform2f Offset[2];
private:
FShaderProgram mShader[2];
};
class FSSAOShader
{
public:
void Bind();
FBufferedUniformSampler DepthTexture;
FBufferedUniformSampler RandomTexture;
FBufferedUniform2f UVToViewA;
FBufferedUniform2f UVToViewB;
FBufferedUniform2f InvFullResolution;
FBufferedUniform1f NDotVBias;
FBufferedUniform1f NegInvR2;
FBufferedUniform1f RadiusToScreen;
FBufferedUniform1f AOMultiplier;
FBufferedUniform1f AOStrength;
private:
FShaderProgram mShader;
};
class FDepthBlurShader
{
public:
void Bind(bool vertical);
FBufferedUniformSampler AODepthTexture[2];
FBufferedUniform1f BlurSharpness[2];
FBufferedUniform2f InvFullResolution[2];
FBufferedUniform1f PowExponent[2];
private:
FShaderProgram mShader[2];
};
class FSSAOCombineShader
{
public:
void Bind();
FBufferedUniformSampler AODepthTexture;
private:
FShaderProgram mShader;
};
#endif