mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
Moved state to FGLPostProcessState and merged vertex shaders
This commit is contained in:
parent
13a2bf57e5
commit
346badf25f
13 changed files with 176 additions and 154 deletions
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@ -1063,6 +1063,7 @@ set( FASTMATH_SOURCES
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gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_lightdata.cpp
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gl/renderer/gl_postprocess.cpp
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gl/renderer/gl_postprocessstate.cpp
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gl/hqnx/init.cpp
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gl/hqnx/hq2x.cpp
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gl/hqnx/hq3x.cpp
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@ -63,6 +63,7 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_bloomshader.h"
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@ -117,34 +118,11 @@ void FGLRenderer::BloomScene()
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if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
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return;
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FGLPostProcessState savedState;
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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// TBD: Maybe need a better way to share state with other parts of the pipeline
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GLint activeTex, textureBinding, samplerBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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GLboolean blendEnabled, scissorEnabled;
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GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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@ -207,18 +185,6 @@ void FGLRenderer::BloomScene()
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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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mVBO->RenderScreenQuad();
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if (blendEnabled)
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glEnable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
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glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
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glUseProgram(currentProgram);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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//-----------------------------------------------------------------------------
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@ -232,22 +198,7 @@ void FGLRenderer::TonemapScene()
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if (gl_tonemap == 0)
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return;
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GLint activeTex, textureBinding, samplerBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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GLboolean blendEnabled, scissorEnabled;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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@ -257,15 +208,6 @@ void FGLRenderer::TonemapScene()
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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mBuffers->NextTexture();
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if (blendEnabled)
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glEnable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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//-----------------------------------------------------------------------------
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@ -279,23 +221,6 @@ void FGLRenderer::LensDistortScene()
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if (gl_lens == 0)
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return;
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GLint activeTex, textureBinding, samplerBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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GLboolean blendEnabled, scissorEnabled;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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float k[4] =
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{
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gl_lens_k,
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@ -321,6 +246,8 @@ void FGLRenderer::LensDistortScene()
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -333,16 +260,9 @@ void FGLRenderer::LensDistortScene()
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mLensShader->CubicDistortionValue.Set(kcube);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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if (blendEnabled)
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glEnable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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//-----------------------------------------------------------------------------
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@ -355,23 +275,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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{
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if (FGLRenderBuffers::IsEnabled())
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{
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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GLboolean blendEnabled;
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GLint currentProgram;
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GLint activeTex, textureBinding, samplerBinding;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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FGLPostProcessState savedState;
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mBuffers->BindOutputFB();
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@ -446,13 +350,5 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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if (blendEnabled)
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glEnable(GL_BLEND);
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glUseProgram(currentProgram);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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}
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124
src/gl/renderer/gl_postprocessstate.cpp
Normal file
124
src/gl/renderer/gl_postprocessstate.cpp
Normal file
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@ -0,0 +1,124 @@
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/*
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** gl_postprocessstate.cpp
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** Render state maintenance
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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//-----------------------------------------------------------------------------
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//
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// Saves state modified by post processing shaders
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::FGLPostProcessState()
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{
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
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glBindSampler(0, 0);
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}
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
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glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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//-----------------------------------------------------------------------------
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//
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// Restores state at the end of post processing
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::~FGLPostProcessState()
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{
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if (blendEnabled)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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else
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glDisable(GL_SCISSOR_TEST);
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if (depthEnabled)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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if (multisampleEnabled)
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glEnable(GL_MULTISAMPLE);
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else
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glDisable(GL_MULTISAMPLE);
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glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
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glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
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glUseProgram(currentProgram);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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glBindSampler(0, samplerBinding);
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glActiveTexture(activeTex);
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}
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37
src/gl/renderer/gl_postprocessstate.h
Normal file
37
src/gl/renderer/gl_postprocessstate.h
Normal file
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@ -0,0 +1,37 @@
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#ifndef __GL_POSTPROCESSSTATE_H
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#define __GL_POSTPROCESSSTATE_H
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#include <string.h>
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_matrix.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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class FGLPostProcessState
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{
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public:
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FGLPostProcessState();
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~FGLPostProcessState();
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private:
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FGLPostProcessState(const FGLPostProcessState &) = delete;
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FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
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GLint activeTex;
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GLint textureBinding;
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GLint samplerBinding;
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GLboolean blendEnabled;
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GLboolean scissorEnabled;
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GLboolean depthEnabled;
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GLboolean multisampleEnabled;
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GLint currentProgram;
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GLint blendEquationRgb;
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GLint blendEquationAlpha;
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GLint blendSrcRgb;
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GLint blendSrcAlpha;
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GLint blendDestRgb;
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GLint blendDestAlpha;
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};
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#endif
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@ -53,7 +53,7 @@ void FBloomExtractShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/bloomextract");
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@ -68,7 +68,7 @@ void FBloomCombineShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/bloomcombine");
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|
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@ -53,7 +53,7 @@ void FLensShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/lensdistortion.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/lensdistortion");
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@ -53,7 +53,7 @@ void FPresentShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/present");
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@ -54,7 +54,7 @@ void FTonemapShader::Bind()
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auto &shader = mShader[gl_tonemap];
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if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/tonemap");
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@ -1,9 +0,0 @@
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|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
Loading…
Reference in a new issue