|
|
@@ -416,7 +416,7 @@ void fs_quad() |
|
|
|
void draw_shader_simple(FrameBuffer *fbo_output, int n) |
|
|
|
{ |
|
|
|
shader_simple->Bind(); |
|
|
|
shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
|
|
|
shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTexture(), n); |
|
|
|
fs_quad(); |
|
|
|
shader_simple->Unbind(); |
|
|
|
} |
|
|
@@ -857,8 +857,8 @@ void Render::Draw3D() |
|
|
|
// shader remanency |
|
|
|
fbo_ping->Bind(); |
|
|
|
shader_remanency->Bind(); |
|
|
|
shader_remanency->SetTexture(shader_remanency_source, fbo_back->GetTexture(), 0); |
|
|
|
shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
|
|
|
shader_remanency->SetUniform(shader_remanency_source, fbo_back->GetTexture(), 0); |
|
|
|
shader_remanency->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
|
|
|
shader_remanency->SetUniform(shader_remanency_mix, remanency); |
|
|
|
fs_quad(); |
|
|
|
shader_remanency->Unbind(); |
|
|
@@ -870,8 +870,8 @@ void Render::Draw3D() |
|
|
|
// save previous fbo |
|
|
|
fbo_ping->Bind(); |
|
|
|
shader_remanency->Bind(); |
|
|
|
shader_remanency->SetTexture(shader_remanency_source, fbo_front->GetTexture(), 0); |
|
|
|
shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
|
|
|
shader_remanency->SetUniform(shader_remanency_source, fbo_front->GetTexture(), 0); |
|
|
|
shader_remanency->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
|
|
|
shader_remanency->SetUniform(shader_remanency_mix, buffer); |
|
|
|
fs_quad(); |
|
|
|
shader_remanency->Unbind(); |
|
|
@@ -888,7 +888,7 @@ void Render::Draw3D() |
|
|
|
// shader blur horizontal |
|
|
|
fbo_blur_h->Bind(); |
|
|
|
shader_blur_h->Bind(); |
|
|
|
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / screen_size.x); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_h->Unbind(); |
|
|
@@ -896,7 +896,7 @@ void Render::Draw3D() |
|
|
|
// shader blur vertical |
|
|
|
fbo_blur_v->Bind(); |
|
|
|
shader_blur_v->Bind(); |
|
|
|
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / screen_size.y); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_v->Unbind(); |
|
|
@@ -904,7 +904,7 @@ void Render::Draw3D() |
|
|
|
// shader blur horizontal |
|
|
|
fbo_blur_h->Bind(); |
|
|
|
shader_blur_h->Bind(); |
|
|
|
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / screen_size.x); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_h->Unbind(); |
|
|
@@ -912,7 +912,7 @@ void Render::Draw3D() |
|
|
|
// shader blur vertical |
|
|
|
fbo_blur_v->Bind(); |
|
|
|
shader_blur_v->Bind(); |
|
|
|
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / screen_size.y); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_v->Unbind(); |
|
|
@@ -920,8 +920,8 @@ void Render::Draw3D() |
|
|
|
// shader glow |
|
|
|
fbo_front->Bind(); |
|
|
|
shader_glow->Bind(); |
|
|
|
shader_glow->SetTexture(shader_glow_glow, fbo_blur_v->GetTexture(), 0); |
|
|
|
shader_glow->SetTexture(shader_glow_source, fbo_back->GetTexture(), 1); |
|
|
|
shader_glow->SetUniform(shader_glow_glow, fbo_blur_v->GetTexture(), 0); |
|
|
|
shader_glow->SetUniform(shader_glow_source, fbo_back->GetTexture(), 1); |
|
|
|
shader_glow->SetUniform(shader_glow_mix, glow_mix); |
|
|
|
fs_quad(); |
|
|
|
shader_glow->Unbind(); |
|
|
@@ -940,7 +940,7 @@ void Render::Draw3D() |
|
|
|
// shader blur horizontal |
|
|
|
fbo_ping->Bind(); |
|
|
|
shader_blur_h->Bind(); |
|
|
|
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_front->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_texture, fbo_front->GetTexture(), 0); |
|
|
|
shader_blur_h->SetUniform(shader_blur_h_radius, blur / screen_size.x); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_h->Unbind(); |
|
|
@@ -948,7 +948,7 @@ void Render::Draw3D() |
|
|
|
// shader blur vertical |
|
|
|
fbo_front->Bind(); |
|
|
|
shader_blur_v->Bind(); |
|
|
|
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
|
|
|
shader_blur_v->SetUniform(shader_blur_v_radius, blur / screen_size.y); |
|
|
|
fs_quad(); |
|
|
|
shader_blur_v->Unbind(); |
|
|
@@ -959,7 +959,7 @@ void Render::Draw3D() |
|
|
|
{ |
|
|
|
// shader postfx |
|
|
|
shader_postfx->Bind(); |
|
|
|
shader_postfx->SetTexture(shader_postfx_texture, fbo_front->GetTexture(), 0); |
|
|
|
shader_postfx->SetUniform(shader_postfx_texture, fbo_front->GetTexture(), 0); |
|
|
|
shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
|
|
|
shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
|
|
|
shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
|
|
|