OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
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60f56670d6
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1f6703821f
8 changed files with 148 additions and 125 deletions
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@ -1284,7 +1284,7 @@ void GLSL_InitGPUShaders(void)
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numEtcShaders++;
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for (i = 0; i < 2; i++)
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for (i = 0; i < 4; i++)
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{
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attribs = ATTR_POSITION | ATTR_TEXCOORD;
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extradefines[0] = '\0';
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@ -1294,6 +1294,9 @@ void GLSL_InitGPUShaders(void)
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else
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Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
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if (!(i & 2))
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Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
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if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
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{
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@ -1373,7 +1376,7 @@ void GLSL_ShutdownGPUShaders(void)
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GLSL_DeleteGPUShader(&tr.shadowmaskShader);
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GLSL_DeleteGPUShader(&tr.ssaoShader);
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for ( i = 0; i < 2; i++)
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for ( i = 0; i < 4; i++)
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GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
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}
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