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Revert "some cleanup in lensflare code"
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This reverts commit 758c638.
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usernameak committed Feb 8, 2017
1 parent 172c96b commit 43f103f
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Showing 5 changed files with 45 additions and 0 deletions.
2 changes: 2 additions & 0 deletions src/gl/renderer/gl_renderer.cpp
Expand Up @@ -155,6 +155,7 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mLensFlareDownSampleShader = new FLensFlareDownSampleShader();
mLensFlareGhostShader = new FLensFlareGhostShader();
m2DDrawer = new F2DDrawer;

Expand Down Expand Up @@ -226,6 +227,7 @@ FGLRenderer::~FGLRenderer()
if (mTonemapPalette) delete mTonemapPalette;
if (mColormapShader) delete mColormapShader;
if (mLensShader) delete mLensShader;
if (mLensFlareDownSampleShader) delete mLensFlareDownSampleShader;
if (mLensFlareGhostShader) delete mLensFlareGhostShader;
delete mFXAAShader;
delete mFXAALumaShader;
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2 changes: 2 additions & 0 deletions src/gl/renderer/gl_renderer.h
Expand Up @@ -38,6 +38,7 @@ class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class FLensFlareDownSampleShader;
class FLensFlareGhostShader;
class F2DDrawer;
class FHardwareTexture;
Expand Down Expand Up @@ -123,6 +124,7 @@ class FGLRenderer
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
FLensFlareDownSampleShader *mLensFlareDownSampleShader;
FLensFlareGhostShader *mLensFlareGhostShader;

FTexture *gllight;
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16 changes: 16 additions & 0 deletions src/gl/shaders/gl_lensflareshader.cpp
Expand Up @@ -10,6 +10,22 @@
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_lensflareshader.h"

void FLensFlareDownSampleShader::Bind() {
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensflare.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/lensflare");
mShader.SetAttribLocation(0, "PositionInProjection");
InputTexture.Init(mShader, "InputTexture");
Scale.Init(mShader, "Scale");
Bias.Init(mShader, "Bias");
//FlareTexture.Init(mShader, "FlareTexture");;
}
mShader.Bind();
}

void FLensFlareGhostShader::Bind() {
if (!mShader)
{
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14 changes: 14 additions & 0 deletions src/gl/shaders/gl_lensflareshader.h
Expand Up @@ -2,6 +2,20 @@

#include "gl_shaderprogram.h"

class FLensFlareDownSampleShader
{
public:
void Bind();

//FBufferedUniformSampler FlareTexture;
FBufferedUniformSampler InputTexture;
FBufferedUniform4f Scale;
FBufferedUniform4f Bias;

private:
FShaderProgram mShader;
};

class FLensFlareGhostShader
{
public:
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11 changes: 11 additions & 0 deletions wadsrc/static/shaders/glsl/lensflare.fp
@@ -0,0 +1,11 @@
in vec2 TexCoord;
out vec4 FragColor;

uniform sampler2D InputTexture;

uniform vec4 Scale;
uniform vec4 Bias;

void main() {
FragColor = texture(InputTexture, TexCoord);//max(vec4(0.0), texture(InputTexture, TexCoord) + Bias) * Scale;
}

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