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- Add initial postprocess shader support to GLDEFS file
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205350e726
commit
ee6d7cf17e
3 changed files with 165 additions and 48 deletions
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@ -149,6 +149,14 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_contrast)
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class PostProcessShaderInstance
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{
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public:
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FShaderProgram Program;
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FBufferedUniformSampler InputTexture;
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FBufferedUniformSampler CustomTexture;
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FHardwareTexture *HWTexture = nullptr;
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};
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void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::RenderScreenQuad()
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{
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{
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@ -166,6 +174,67 @@ void FGLRenderer::PostProcessScene(int fixedcm)
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ColormapScene(fixedcm);
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ColormapScene(fixedcm);
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LensDistortScene();
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LensDistortScene();
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ApplyFXAA();
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ApplyFXAA();
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RunCustomPostProcessShaders("screen");
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}
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void FGLRenderer::RunCustomPostProcessShaders(FString target)
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Target != target)
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continue;
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if (!shader.Instance)
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{
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shader.Instance = std::make_shared<PostProcessShaderInstance>();
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shader.Instance->Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
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shader.Instance->Program.Compile(FShaderProgram::Fragment, shader.ShaderLumpName.GetChars(), "", shader.ShaderVersion);
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shader.Instance->Program.SetFragDataLocation(0, "FragColor");
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shader.Instance->Program.Link(shader.ShaderLumpName.GetChars());
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shader.Instance->Program.SetAttribLocation(0, "PositionInProjection");
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shader.Instance->InputTexture.Init(shader.Instance->Program, "InputTexture");
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shader.Instance->CustomTexture.Init(shader.Instance->Program, "CustomTexture");
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if (shader.Texture)
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shader.Instance->HWTexture = new FHardwareTexture(shader.Texture->GetWidth(), shader.Texture->GetHeight(), false);
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}
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FGLDebug::PushGroup(shader.ShaderLumpName.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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shader.Instance->Program.Bind();
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shader.Instance->InputTexture.Set(0);
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if (shader.Instance->HWTexture)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader.Instance->HWTexture->GetTextureHandle(0));
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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shader.Instance->CustomTexture.Set(1);
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}
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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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FGLDebug::PopGroup();
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -42,6 +42,7 @@ class FPresent3DRowShader;
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class F2DDrawer;
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class F2DDrawer;
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class FHardwareTexture;
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class FHardwareTexture;
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class FShadowMapShader;
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class FShadowMapShader;
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class PostProcessShaderInstance;
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inline float DEG2RAD(float deg)
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inline float DEG2RAD(float deg)
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{
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{
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@ -85,6 +86,17 @@ enum
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DM_SKYPORTAL
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DM_SKYPORTAL
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};
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};
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struct PostProcessShader
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{
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FString Target;
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FString ShaderLumpName;
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int ShaderVersion = 0;
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FTexture *Texture = nullptr;
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std::shared_ptr<PostProcessShaderInstance> Instance;
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};
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extern TArray<PostProcessShader> PostProcessShaders;
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class FGLRenderer
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class FGLRenderer
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{
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{
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public:
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public:
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@ -171,6 +183,7 @@ public:
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void RenderScreenQuad();
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm);
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void PostProcessScene(int fixedcm);
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void RunCustomPostProcessShaders(FString target);
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void AmbientOccludeScene();
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void AmbientOccludeScene();
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void UpdateCameraExposure();
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void UpdateCameraExposure();
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void BloomScene(int fixedcm);
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void BloomScene(int fixedcm);
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@ -669,63 +669,98 @@ void gl_DestroyUserShaders()
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//
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//
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//==========================================================================
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//==========================================================================
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TArray<PostProcessShader> PostProcessShaders;
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void gl_ParseHardwareShader(FScanner &sc, int deflump)
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void gl_ParseHardwareShader(FScanner &sc, int deflump)
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{
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{
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int type = FTexture::TEX_Any;
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bool disable_fullbright=false;
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bool thiswad = false;
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bool iwad = false;
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int maplump = -1;
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FString maplumpname;
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float speed = 1.f;
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sc.MustGetString();
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sc.MustGetString();
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if (sc.Compare("texture")) type = FTexture::TEX_Wall;
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if (sc.Compare("postprocess"))
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else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
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else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
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else sc.UnGet();
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sc.MustGetString();
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FTextureID no = TexMan.CheckForTexture(sc.String, type);
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FTexture *tex = TexMan[no];
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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{
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sc.MustGetString();
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sc.MustGetString();
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if (sc.Compare("shader"))
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PostProcessShader shaderdesc;
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shaderdesc.Target = sc.String;
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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{
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sc.MustGetString();
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sc.MustGetString();
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maplumpname = sc.String;
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if (sc.Compare("shader"))
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}
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else if (sc.Compare("speed"))
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{
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sc.MustGetFloat();
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speed = float(sc.Float);
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}
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}
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if (!tex)
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{
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return;
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}
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if (maplumpname.IsNotEmpty())
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{
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if (tex->bWarped != 0)
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{
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Printf("Cannot combine warping with hardware shader on texture '%s'\n", tex->Name.GetChars());
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return;
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}
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tex->gl_info.shaderspeed = speed;
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for(unsigned i=0;i<usershaders.Size();i++)
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{
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if (!usershaders[i].CompareNoCase(maplumpname))
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{
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{
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tex->gl_info.shaderindex = i + FIRST_USER_SHADER;
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sc.MustGetString();
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return;
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shaderdesc.ShaderLumpName = sc.String;
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sc.MustGetNumber();
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shaderdesc.ShaderVersion = sc.Number;
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}
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else if (sc.Compare("texture"))
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{
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sc.MustGetString();
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FTextureID no = TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall);
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shaderdesc.Texture = TexMan[no];
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}
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}
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}
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}
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tex->gl_info.shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
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}
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PostProcessShaders.Push(shaderdesc);
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}
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else
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{
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int type = FTexture::TEX_Any;
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if (sc.Compare("texture")) type = FTexture::TEX_Wall;
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else if (sc.Compare("flat")) type = FTexture::TEX_Flat;
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else if (sc.Compare("sprite")) type = FTexture::TEX_Sprite;
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else sc.UnGet();
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bool disable_fullbright = false;
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bool thiswad = false;
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bool iwad = false;
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int maplump = -1;
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FString maplumpname;
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float speed = 1.f;
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sc.MustGetString();
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FTextureID no = TexMan.CheckForTexture(sc.String, type);
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FTexture *tex = TexMan[no];
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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sc.MustGetString();
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if (sc.Compare("shader"))
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{
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sc.MustGetString();
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maplumpname = sc.String;
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}
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else if (sc.Compare("speed"))
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{
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sc.MustGetFloat();
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speed = float(sc.Float);
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}
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}
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if (!tex)
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{
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return;
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}
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if (maplumpname.IsNotEmpty())
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{
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if (tex->bWarped != 0)
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{
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Printf("Cannot combine warping with hardware shader on texture '%s'\n", tex->Name.GetChars());
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return;
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}
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tex->gl_info.shaderspeed = speed;
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for (unsigned i = 0; i < usershaders.Size(); i++)
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{
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if (!usershaders[i].CompareNoCase(maplumpname))
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{
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tex->gl_info.shaderindex = i + FIRST_USER_SHADER;
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return;
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}
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}
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tex->gl_info.shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
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}
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}
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}
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}
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