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add resolution uniform for pp, 16bit uses this for reducing screen resolution (wtf?)
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12e84f918a
commit
1c125f0fb4
3 changed files with 68 additions and 105 deletions
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@ -40,7 +40,9 @@ static GLuint s_texture;
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static GLuint s_vao;
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static GLuint s_vbo;
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static char* s_vertex_shader =
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static GLuint s_uniform_resolution;
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static char s_vertex_shader[] =
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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@ -113,6 +115,9 @@ void BlitToScreen()
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glBindVertexArray(s_vao);
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s_shader.Bind();
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glUniform2f(s_uniform_resolution, (float)s_width, (float)s_height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -168,6 +173,9 @@ void ApplyShader()
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return;
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}
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// read uniform locations
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s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
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// successful
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s_enable = true;
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}
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