gzdoom-gles/src/gl/shaders/gl_bloomshader.cpp

67 lines
2.2 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "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();
}