2016-09-14 18:01:13 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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2016-07-27 19:50:30 +00:00
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/*
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** gl_bloomshader.cpp
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** Shaders used to do bloom
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**
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*/
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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_bloomshader.h"
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void FBloomExtractShader::Bind()
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{
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if (!mShader)
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{
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2016-08-05 15:12:00 +00:00
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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2016-07-29 19:31:20 +00:00
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
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2016-07-27 19:50:30 +00:00
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(mShader, "SceneTexture");
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2016-09-18 13:57:22 +00:00
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ExposureTexture.Init(mShader, "ExposureTexture");
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2016-08-12 15:44:59 +00:00
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Scale.Init(mShader, "Scale");
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Offset.Init(mShader, "Offset");
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2016-07-27 19:50:30 +00:00
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}
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mShader.Bind();
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}
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void FBloomCombineShader::Bind()
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{
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if (!mShader)
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{
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2016-08-05 15:12:00 +00:00
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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2016-07-29 19:31:20 +00:00
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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2016-07-27 19:50:30 +00:00
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/bloomcombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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BloomTexture.Init(mShader, "Bloom");
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}
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mShader.Bind();
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}
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