qzdoom/src/gl/shaders/gl_presentshader.h
Christoph Oelckers 675822004d - use static buffer data and a uniform to handle the texture positioning of the present shader.
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.
2016-08-08 16:06:02 +02:00

21 lines
No EOL
331 B
C++

#ifndef __GL_PRESENTSHADER_H
#define __GL_PRESENTSHADER_H
#include "gl_shaderprogram.h"
class FPresentShader
{
public:
void Bind();
FBufferedUniform1i InputTexture;
FBufferedUniform1f Gamma;
FBufferedUniform1f Contrast;
FBufferedUniform1f Brightness;
FBufferedUniform2f Scale;
private:
FShaderProgram mShader;
};
#endif