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Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
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5 changed files with 28 additions and 6 deletions
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@ -8,7 +8,7 @@ class FBloomExtractShader
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public:
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void Bind();
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FBufferedUniform1i SceneTexture;
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FBufferedUniformSampler SceneTexture;
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FBufferedUniform1f Exposure;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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@ -22,7 +22,7 @@ class FBloomCombineShader
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public:
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void Bind();
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FBufferedUniform1i BloomTexture;
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FBufferedUniformSampler BloomTexture;
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private:
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FShaderProgram mShader;
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@ -8,7 +8,7 @@ class FLensShader
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public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniformSampler InputTexture;
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FBufferedUniform1f AspectRatio;
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FBufferedUniform1f Scale;
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FBufferedUniform4f LensDistortionCoefficient;
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@ -8,7 +8,7 @@ class FPresentShader
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public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniformSampler InputTexture;
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FBufferedUniform1f InvGamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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@ -201,6 +201,28 @@ public:
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}
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};
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class FBufferedUniformSampler
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{
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int mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = -1;
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}
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void Set(int newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform1i(mIndex, newvalue);
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}
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}
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};
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class FShader
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{
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@ -8,9 +8,9 @@ class FTonemapShader
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public:
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void Bind();
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FBufferedUniform1i SceneTexture;
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FBufferedUniformSampler SceneTexture;
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FBufferedUniform1f Exposure;
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FBufferedUniform1i PaletteLUT;
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FBufferedUniformSampler PaletteLUT;
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static bool IsPaletteMode();
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