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675822004d
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
21 lines
No EOL
331 B
C++
21 lines
No EOL
331 B
C++
#ifndef __GL_PRESENTSHADER_H
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#define __GL_PRESENTSHADER_H
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#include "gl_shaderprogram.h"
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class FPresentShader
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{
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public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniform1f Gamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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private:
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FShaderProgram mShader;
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};
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#endif |