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- moved postprocessing shaders to their own folder.
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fde9172ea3
commit
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23 changed files with 29 additions and 28 deletions
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@ -304,7 +304,7 @@ public:
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void ResetBackend() override { Backend.reset(); }
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FString VertexShader = "shaders/glsl/screenquad.vp";
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FString VertexShader = "shaders/pp/screenquad.vp";
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FString FragmentShader;
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FString Defines;
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std::vector<UniformFieldDesc> Uniforms;
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@ -377,10 +377,10 @@ private:
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int lastWidth = 0;
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int lastHeight = 0;
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PPShader BloomCombine = { "shaders/glsl/bloomcombine.fp", "", {} };
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PPShader BloomExtract = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
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PPShader BlurVertical = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
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PPShader BlurHorizontal = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
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PPShader BloomCombine = { "shaders/pp/bloomcombine.fp", "", {} };
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PPShader BloomExtract = { "shaders/pp/bloomextract.fp", "", ExtractUniforms::Desc() };
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PPShader BlurVertical = { "shaders/pp/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
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PPShader BlurHorizontal = { "shaders/pp/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -413,7 +413,7 @@ public:
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void Render(PPRenderState *renderstate);
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private:
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PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
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PPShader Lens = { "shaders/pp/lensdistortion.fp", "", LensUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -505,9 +505,9 @@ private:
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std::vector<PPExposureLevel> ExposureLevels;
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bool FirstExposureFrame = true;
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PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
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PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
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PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
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PPShader ExposureExtract = { "shaders/pp/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
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PPShader ExposureAverage = { "shaders/pp/exposureaverage.fp", "", {}, 400 };
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PPShader ExposureCombine = { "shaders/pp/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -533,7 +533,7 @@ public:
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void Render(PPRenderState *renderstate, int fixedcm);
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private:
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PPShader Colormap = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
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PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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@ -549,11 +549,11 @@ private:
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PPTexture PaletteTexture;
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PPShader LinearShader = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
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PPShader ReinhardShader = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
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PPShader HejlDawsonShader = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
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PPShader Uncharted2Shader = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
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PPShader PaletteShader = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
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PPShader LinearShader = { "shaders/pp/tonemap.fp", "#define LINEAR\n", {} };
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PPShader ReinhardShader = { "shaders/pp/tonemap.fp", "#define REINHARD\n", {} };
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PPShader HejlDawsonShader = { "shaders/pp/tonemap.fp", "#define HEJLDAWSON\n", {} };
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PPShader Uncharted2Shader = { "shaders/pp/tonemap.fp", "#define UNCHARTED2\n", {} };
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PPShader PaletteShader = { "shaders/pp/tonemap.fp", "#define PALETTE\n", {} };
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enum TonemapMode
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{
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@ -754,10 +754,10 @@ public:
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PPTexture Dither;
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PPShader Present = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() };
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PPShader Checker3D = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() };
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PPShader Column3D = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() };
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PPShader Row3D = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() };
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PPShader Present = { "shaders/pp/present.fp", "", PresentUniforms::Desc() };
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PPShader Checker3D = { "shaders/pp/present_checker3d.fp", "", PresentUniforms::Desc() };
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PPShader Column3D = { "shaders/pp/present_column3d.fp", "", PresentUniforms::Desc() };
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PPShader Row3D = { "shaders/pp/present_row3d.fp", "", PresentUniforms::Desc() };
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};
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struct ShadowMapUniforms
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@ -817,7 +817,7 @@ public:
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void Update(PPRenderState* renderstate);
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private:
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PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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PPShader ShadowMap = { "shaders/pp/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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};
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