OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.

This commit is contained in:
SmileTheory 2016-03-08 18:30:51 -08:00
parent 5738d09969
commit 65b999446d
4 changed files with 56 additions and 53 deletions

View file

@ -1098,8 +1098,8 @@ const void *RB_DrawSurfs( const void *data ) {
vec4_t quadVerts[4];
vec2_t texCoords[4];
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
FBO_Bind(tr.quarterFbo[0]);
@ -1127,6 +1127,9 @@ const void *RB_DrawSurfs( const void *data ) {
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
FBO_Bind(tr.quarterFbo[1]);
qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);