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- use the vertex buffer to render the post processed screen image.
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1 changed files with 2 additions and 15 deletions
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@ -32,8 +32,9 @@
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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//#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "r_videoscale.h"
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#include "v_video.h"
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extern bool vid_hdr_active;
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@ -45,23 +46,9 @@ namespace OpenGLRenderer
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void FGLRenderer::RenderScreenQuad()
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{
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// The buffer here needs to be enabled later again, of course.
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#if 0
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auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
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buffer->Bind(nullptr);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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#else
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glBegin(GL_TRIANGLE_STRIP);
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glVertexAttrib2f(1, 0, 0);
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glVertexAttrib2f(0, -1, -1);
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glVertexAttrib2f(1, 0, 1);
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glVertexAttrib2f(0, -1, 1);
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glVertexAttrib2f(1, 1, 0);
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glVertexAttrib2f(0, 1, -1);
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glVertexAttrib2f(1, 1, 1);
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glVertexAttrib2f(0, 1,1);
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glEnd();
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#endif
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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