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c68aa2b241
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample: https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
66 lines
1.4 KiB
C++
66 lines
1.4 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Alexey Lysiuk
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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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//
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// Fast approXimate Anti-Aliasing (FXAA) post-processing
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//
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#ifndef __GL_FXAASHADER_H__
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#define __GL_FXAASHADER_H__
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#include "gl_shaderprogram.h"
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class FFXAALumaShader
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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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private:
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FShaderProgram mShader;
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};
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class FFXAAShader
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{
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public:
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enum Quality
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{
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None,
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Low,
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Medium,
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High,
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Extreme,
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Count
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};
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniform2f ReciprocalResolution;
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private:
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FShaderProgram mShaders[Count];
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};
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#endif // __GL_FXAASHADER_H__
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