OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.
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5738d09969
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65b999446d
4 changed files with 56 additions and 53 deletions
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@ -1098,8 +1098,8 @@ const void *RB_DrawSurfs( const void *data ) {
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
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viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
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viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
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viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
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FBO_Bind(tr.quarterFbo[0]);
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@ -1127,6 +1127,9 @@ const void *RB_DrawSurfs( const void *data ) {
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
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viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
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FBO_Bind(tr.quarterFbo[1]);
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qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
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