Christoph Oelckers
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3b26e64404
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- renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types.
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2018-10-28 12:04:20 +01:00 |
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Christoph Oelckers
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a1fb1f60f4
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- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
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2018-10-28 11:54:26 +01:00 |
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Christoph Oelckers
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5e39890118
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- use a uniform buffer for per-scene data like rotation matrices.
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2018-09-02 18:40:36 +02:00 |
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Magnus Norddahl
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b1468d9dcc
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- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
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2018-07-22 22:51:08 +02:00 |
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Magnus Norddahl
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151ed22967
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- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
- remove old fxaa and lens shader classes
- render the fxaa and lens effects
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2018-06-20 19:56:30 +02:00 |
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Christoph Oelckers
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1455111ddc
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- removed unused declarations.
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2018-06-14 22:57:08 +02:00 |
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Christoph Oelckers
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3401876476
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- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
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2018-06-13 22:08:55 +02:00 |
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Christoph Oelckers
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ce50b0e46b
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- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
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2018-06-13 17:44:49 +02:00 |
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Christoph Oelckers
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59827cd601
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- use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
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2018-06-13 13:16:07 +02:00 |
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Christoph Oelckers
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cb5caa757b
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- moved ShaderUniforms to hwrenderer/ .
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2018-06-12 22:08:31 +02:00 |
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